I've said it on old substance videos but you really are perhaps the best educational instructor that I've ever had the pleasure of watching. Seriously mad props to you and keep up the fantastic work.
That's smart tip of using uv border generator to cover the seams. Even if it is not going to work for all cases, it's still handy to have. VRay renderer have "keep continuty" option that's used to fix this kind of issues, I'm wondering if it's using the same concept under the hood. As always thanks for sharing!
Thanks! I am not totally sure on the underlying tech. Other options we have are 3D positional masks. These generators can help when you are needing to mask based on a specific axis.
thank you! I have been trying to find a solution to this by searching google, but I was having a hard time figuring out the terms to use to find an answer. I eventually found your video and it answered my question perfectly.
While its a great tip and works well with the given material colour. When using other colours / materials make a duplicate of your layer and place it under the seamfix layer because you are essentially working in mask and with the steps shown in video you are erasing the borders in a way.
Awesome fix, thank you so much. I also notice when using procedural mask in conjunction with some blur effect or sharpen for instance, the seams get screwed up, why? No matter what projection type you pick.
It could be project sampling. In the Shader, make sure your samples per pixel are always set to High. If you are talking about seams with displacement, it's a limitation of the shader and I will typically have to manually fix those issues.
Yes absolutely. You can export the displacement map and use that in vray. I don't need to worry about polycounts usually, so I just export the mesh and then use a 2nd normal map to apply some more granular detail.
@@wes.mcdermott I tend to forget to export the goe, so thankss for highlighting that, You are the best tutor by far in the industry Wes, been following since the Allegorithmic days!
I'm painting the skin of a character using perlin noise as height map, the problem is the character has different density on the areas (arms, torso etc.) and even using triplanar the result near the seams is not good. Can I use the generator to blend/smooth height maps across seams? How?
Small Question here. Can Substance Painter Extract UV Coordinates or Create its own UV Maps that can be read in other 3d applications? Where by I can just export my model from a 3d app without UV Coordinate and do everything in Substance Painter?
Yes! We have auto-unwrap tools. When you create your project, there is an option to generate UVs. It works pretty well and create a nice uniform texel density. You can then export the mesh with the UVs from Painter for use anywhere.
@Wes McDermott Thank you.. UV section has been super tough area for me in my texturing workflow I guess substance painter is the right direction to take to make this section easier
so... I'm still wrapping my head around this... But, this tesellating + displacement + exporting mesh from SP would be a great way of authoring meshes for nanite in ue5 now that I think about it.
I've said it on old substance videos but you really are perhaps the best educational instructor that I've ever had the pleasure of watching. Seriously mad props to you and keep up the fantastic work.
Thank you so much! That really makes my day. Thank you : )
I enjoy listening to u as if I were a child, ty Wes
Thanks! So glad you like the videos
Great tut, thanks Wes!
Glad it was helpful! Thank you!
Really Wes McDermot, you're great instructor, I'm able to watch your content without distraction, keep posting 👏👏👏
Thanks! Definitely will post more tutorials. So glad you liked the videos.
Straightforward, helpful. Thanks.
Great content as always, Wes! Thank you! If I may, a curvature mask would be a great addition to the seam fix methods!
Thanks! Great idea : )
Awesome tips! I didn’t know about the uv border generator, I’ll definitely be using it in the future! Thanks Wes!
Awesome! So glad you found the video helpful
Fix option 2 is an incredible technic!!
Thanks! Glad you liked the video
Thanks Wes! Very nice method :)
Glad it was helpful!
That's smart tip of using uv border generator to cover the seams.
Even if it is not going to work for all cases, it's still handy to have.
VRay renderer have "keep continuty" option that's used to fix this kind of issues, I'm wondering if it's using the same concept under the hood.
As always thanks for sharing!
Thanks! I am not totally sure on the underlying tech. Other options we have are 3D positional masks. These generators can help when you are needing to mask based on a specific axis.
Great tips and tricks! Wes, you rock!
Thanks so much!
thank you! I have been trying to find a solution to this by searching google, but I was having a hard time figuring out the terms to use to find an answer. I eventually found your video and it answered my question perfectly.
That's awesome to hear! Thanks for checking out the videos.
awesome tutorial! thx
Awesome tutorial :)
Thankkk youu soo muchh
While its a great tip and works well with the given material colour. When using other colours / materials make a duplicate of your layer and place it under the seamfix layer because you are essentially working in mask and with the steps shown in video you are erasing the borders in a way.
Thank you
You're welcome
Awesome fix, thank you so much. I also notice when using procedural mask in conjunction with some blur effect or sharpen for instance, the seams get screwed up, why? No matter what projection type you pick.
It could be project sampling. In the Shader, make sure your samples per pixel are always set to High. If you are talking about seams with displacement, it's a limitation of the shader and I will typically have to manually fix those issues.
Very interesting process, it's going to save me some time ! In which software did you create the UV ?
Thanks! Glad you liked the video. I used Maya for the UVs. Maya has some pretty good UV tools.
Instead of exporting the mesh, would you not get the same result by just using the height map for displacement say in vray.?
Yes absolutely. You can export the displacement map and use that in vray. I don't need to worry about polycounts usually, so I just export the mesh and then use a 2nd normal map to apply some more granular detail.
@@wes.mcdermott I tend to forget to export the goe, so thankss for highlighting that, You are the best tutor by far in the industry Wes, been following since the Allegorithmic days!
shade smooth will fix the displacemnt issue on flying plane
Thanks!
I'm painting the skin of a character using perlin noise as height map, the problem is the character has different density on the areas (arms, torso etc.) and even using triplanar the result near the seams is not good. Can I use the generator to blend/smooth height maps across seams? How?
Very sorry for late reply. Yes, I think you could try the mask outline filter which works based on the UV shells.
Small Question here. Can Substance Painter Extract UV Coordinates or Create its own UV Maps that can be read in other 3d applications?
Where by I can just export my model from a 3d app without UV Coordinate and do everything in Substance Painter?
Yes! We have auto-unwrap tools. When you create your project, there is an option to generate UVs. It works pretty well and create a nice uniform texel density. You can then export the mesh with the UVs from Painter for use anywhere.
@Wes McDermott Thank you.. UV section has been super tough area for me in my texturing workflow I guess substance painter is the right direction to take to make this section easier
so... I'm still wrapping my head around this... But, this tesellating + displacement + exporting mesh from SP would be a great way of authoring meshes for nanite in ue5 now that I think about it.
hummm, I wonder if someone has a video called Creating environment materials and meshes in Substance 3D Painter
Yeah! I’ve also created some quick rocks and cliffs using substance materials and blending them in Painter to create nanite meshes for UE5.
Hi sir sir what is the version of substance painter
This was Painter 2022
UVs are really bad, you could've straighten those bent parts, which would make that material follow the exact shape of it.
Yeah totally agree : ) Wishing I would have adjusted the UVs
where long hair?
Changing it up : ) Going short for a while.