Now that I have my other maps, I'm going to start creating a series of new maps. This map can be baked in Substance Painter directly : ... any blending mode can be used to combine details. When loading a normal map into the slot of a material (tool properties or fill layer), it is possible to change the default color space. There does not seem to be an option for generating a height map? we using a naming convention for substance painter low poly suffix _low and high poly suffix _high if we get this part wrong our normals will be completely black and if we got an object that contains little parts inside we have to separate them because this cause problem and they give black shading to the normal map. 10.PHOTOSHOP:the last step is to get our hands dirty cause sometimes few artifact and errors in some place of geometry are inevitable especially in corners and tight areas where faces are angular and are very close to each other like the image below.so its time to import normal map image to photoshop and get rid of the baking errors and artifacts. So depending on this setting you need to flip the G-channel. Jul 23, 2020 - Before I am going to export my maps to 3ds max I just want to show you a way to fix baking maps of Ambient Occlusion and Thickens in Substance Painter! On the left is the model in substance painter and on the right is how it looks when exported to sketchfab/unity etc. The difference between the two is the green color is inverted. polycounter lvl 7. The Height you paint is composited through all the layers and converted to a normal map in real time, and finally blended with the normal from the high poly mesh. Required fields are marked *. because it will catch audience eyes so we need to make room for those UV shells that are important to us so we give them more space and the details can be visible and sharp otherwise it will be blurry. 1.CREATING GOOD LOW POLY MODEL:low poly should match the silhouette of the high poly. When i'm baking my normal map in Substance Painter, all the edges have some weird lines: I'm changing the settings in Substance Painter, but nothing is fixing it so i think i'm doing something wrong in 3ds max. Substance Painter. This is my first material. Message 2 of 6 10DSpace. I have an issue with my normal map. The Height you paint is composited through all the layers and converted to a normal map in real time, and finally blended with the no… 3 Nov 2020 #1 Hi guys anyone knows why the normal map is blurry in between? Hope you find it nice :) It generates Albedo map, Normal map, Rough e Metalness, plus an automatic rgb mask generator for marmoset usage (R = metallic, G = rough and B = occlusion). 2. after hours of hard work, creating a low poly mesh from high poly, and tweaking every single vertex and tackle the UV phase, we are excited to go to the fun phase which is texturing. Infinite padding generation. Does not handle NURBs. almost 3 years ago. Awesome. Materials. DanielPeres polycounter lvl 7. The issue I have is that all the height detail is stored in the height map, but the engine i'm learning on (arma) only allows normal maps. On this screen model looks like substance painter remove smoothing groups. The problem is that I have also used the same high poly model as live selection mesh to create a new mesh with better low poly topology. I’ve used substance painter to apply a basic material (pic 1) to the tyre but I cant seem to work out how to apply a normal bump map of a tyre tread to this, in substance painter or in blender nodes. Is not capable of real hard surface for industrial design because is not able to reproduce surface continuity … I need it to be a whole mesh. Darius Jablonskis. siehe Video Es gibt Smart Materials von Allegorithmic, man kann aber aber auch eigenes Material als Smart Material abspeichern. Back to Topic Listing; Previous; Next; 5 REPLIES 5. Even if you clone areas of the map, you still are changing the vectors which can cause other issues. Normal Map Artifacts after Substance Painter export 02-28-2017, 06:15 AM . detach it in both low poly and high poly and give them a new name and when we finish with baking we can attach and weld all the vertices again. To change the resolution simply click on the dropdown : To use non-square resolutions (for example 2048x1024) disable the lock buttonbetween the two dropdowns. I used to use a lot when I was first starting a painter. in this article, I’m not going to get technical and talk about projection and how ray works and… .its all about baking perfect normal maps in substance painter and get the job done ASAP. Substance Painter liefert verschiedene Maps für Hautstrukturen. One problem I have been running into is that the normals on the barrel are inconsistant with the rest of the mesh and almost seem inverted to me. Normal maps have their own blending modes in the layer stack: To learn about them see the Blending Modes page. cheers , in this article, I will show you how efficiently UV unwrap an object in a…, here are my 15 tips and tricks to speed up your workflow in most 3D…, Yes! 4.UNWRAPPING AND SMOOTHING :when we unwrap and creating UV shells in the UV editor all the edges of the mesh can be smooth but when we harden the edges in Maya or put the faces to a different smoothing group in 3ds max we must split the UVS and create new UV shell if we don’t do that we get artifacts at the seams, in general, every time we get bad shading or our face normals has 45 degrees angle we have to harden the edges and therefore split the UVS as well so if it’s a hard edge put seem on it and split the UVS.the fastest way is to use Textools this tool creates a smoothing group base on the UV shells, go to tools and select smoothing groups from UV shells know that every time we change the smoothing group we have to bake new normal map. Choose or drag the substance on your fill layer and enable only the Height channel. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews Substance Painter 2 > General Discussions > Topic Details. For example the Curvature, the Normal or the Ambient Occlusion map can be used by Mask Generators. Therefore when using an OpenGL (Y+) normal map, it is required to click on the little arrow to open the color space menu and then change the color space of the bitmap. Your email address will not be published. Substance Painter’s workflow is non-destructive. Find local businesses, view maps and get driving directions in Google Maps. And also because my photogrammetry model in Remake had a big hole on the underside. So iv been texturing a shotgun in Substance painter and started off by baking a normal map from the HP onto the LP, aswell as all the other maps such as Curvature, thickness, AO, etc. If yes, add a Edge split modifier, set it to the point that the weapon looks the way you want it on your low poly model then export your obj or whatever format you're using for SP. Create a Normalmap directly inside your browser! the solution is going to your 3d package software select all the object in the scene and freeze the transform delete history and reset the Xform in 3ds max .and unlink the model to any rig even delete the set keys.if the problem still existed create new primitive like a cube and attach the problematic model to the cube and rename it and export it again.it should solve this mind-boggling problem. Hi! Fix normal baking errors by blending an averaged and non-averaged normal bake. This content cannot be displayed without JavaScript.Please enable JavaScript and reload the page. Smart Material. 3.DETACH THE ELEMENTS :now then we don’t need to explode our objects for baking normal maps. Use the Bake Mesh Maps button to open the baking window. From there, painting with a normal map is very similar to painting with a height map, with the added precision of a baked normal. The problem im having is with the curvature map, as you can see in the first image it is an ok looking curvature map and it done the job. There are 2 main issues here a weird seam like artifact where there is no seam and something that looks like a extended triangle … If you didn't use Substance Painter then you will have to recreate your textures within it then choose the Spec/Gloss export config to generate the maps you need for Max scanline rendering. Mil Patin Wing, If you want to use the photo it would also be good to check with the artist beforehand in case it is subject to copyright. You can experiment as much as you like, then jump back to previous stages if you don’t love what you create. Save my name, email, and website in this browser for the next time I comment. This setting can be used to specify the Normal map format since by default a DirectX (Y-) normal map is expected (it is not affected by the project setting). In Substance Painter the normal map doesn't look so bad, but in other softwares the result is horrible. We felt Substance Painter was a great match for these assets as it allows us to use a lot of easy generators and get nice base layers and details with just a few clicks — and still have the option to paint in unique details by hand. Includes a few options to make it seamlessly tileable. This is the case in the source engine, and the program handplane can correctly translate normal maps to the correct way depending on what engine you want to use it for. Painting over the Ambient Occlusion additional map . 8.STRETCHED NORMALS:sometimes details on normal map stretched this is a minor issue and many artists don’t mind it and the player will never notice it, especially if the model should be rusty and old. Anyway, the previous problems were solved. And also because my photogrammetry model in Remake had a big hole on the underside. English. Roxine Stanislaus Amaleta, you are very kind be sure to check out my video tutorials on youtube, Your email address will not be published. Resource contributor. I have tried everything I could think of to solve this issue but I just can't get to it so maybe someone can shed some light on it. On this model i don't even know what happened Some objects after bake in this scene looks almost perfect, but also have some errors. I don't think it's a good to fix baking issues by painting on the normal map itself. 19 sierpnia 2015 o 21:03 UV seams showing in normal map when rendered in UE4 What can I do to fix this? 0 Likes Reply. The file contains a script, and a smart material which semi-automates the process of blending different normal maps. keep that in mind the lower our polygon budget the harder bake will get but we can easily get around most errors and by following these 9 steps.these are 9 steps with tips and tricks that I learned over the years. I have an issue with my normal map. 08. Since it is preferable to use the fill layer as the base, we chose the "normal" blending mode since the bitmap don't have any alpha, it will replace everything below (including the default color of the shader). Hey guys, I need some help with some baking problems that I am having in SP. Changing this mode to replace indicates to Substance Painter to only take into account the normal channel and the height channel when generating the final normal map. over 3 years ago. tutorial NORMAL-MAPS normals substance painter substance-painter NORMAL-MAPS 3ds max Maya lowpoly highpoly techniques baking polygon uvs UV-mapping smoothing-group, FASTEST AND EASIEST WAY TO UNWRAPPING AND UV MAPPING in MAYA, FASTEST AND EASIEST WAY TO UNWRAP UVS in 3DS MAX, 15 TIPS AND TRICKS FOR FAST MODELING in 3ds Max and Maya. The rest looks like on screens. For more details see the baking documentation.. On this model i don't even know what happened Some objects after bake in this scene looks almost perfect, but also have some errors. Substance Painter generates Mesh Maps by baking mesh information. Only loads materials with no maps for me does anyone knows how to fix this ? Useful for Painter to quickly add normal detail based on a bitmap image (like reference photos). And I am having an issue when I use the normal map, making the seams very obvious. I'm having some problems with the normal map texture exports from substance painter. Infinite padding generation. Hi guys, I've been having issuse with baking Normal maps since upgrading to SP2. there are two ways we can fix this errors in photoshop one way is using smudge tool with 100 percent strength and work like clone stamp but more fluent and then blur the lines for smoothness and another way is going to each color in channel box and blend the black and white color and get rid of weird shading and color-changing .going through each channel is more flexible but it is time-consuming as well. how do import metals made using PBR-Specular-Gloss to VRay? 2018.3. Well, I was going to fix some normal map baking artifacts and got this issue here: whenever I pick normal map color from it, it looks okay in … The normal map will disappear from the viewport, but that is expected. A lot of work to fix the issue and you loos surface continuity. Substance Painter can generate an infinite padding : this means a pixel will be stretched until it reaches an other UV island or the borders of the texture. 123. Stack Exchange network consists of 176 Q&A communities including Stack Overflow, the largest, most trusted online community for … Don't forget to change the default tilling of the fill layer if it not set to 1. Normal map bake. Substance Painter 2. following these 10 steps should help you to get a perfect bake inside of the substance painter. Most common blending mode will be "Normal" and "Multiply". a very important note here is that we don’t sacrifice anything UVS should have consistent texel density throughout the whole model but we can reduce the size of UV shells that is hidden or far from the camera view and or mirror the UV shells and with extra space, we increase the size of the UV shells that matters the most in our model and player will see it up close.In the end, it’s all about resolution and fitting UV shells in UV space and always use more than at least 70 percent of the UV space u can check UV statistics in maya>view>heads-up display>uv statics and hit apply the percentage of used UV space shows at the bottom of the UV editor. Resource contributor . Apr 2018. Tags (3) Tags: issue. Painter isn't just for painting! After creating a simple boolean operation the vertex normals are broken. Unity, and any WebGL application (like Sketchfab) uses +Y, aka "OpenGL style" normal maps. exporting formate: it’s better to export both high poly and low poly mesh in FBX because it … Nov 6, 2016 @ 9:08am Question: How to generate/export a Height Map out of Substance Painter? Well, I was going to fix some normal map baking artifacts and got this issue here: whenever I pick normal map color from it, it looks okay in palette, but when applied it looks like a color picked from a normal map with a different colorspace(i.e. Thread starter Md Alavi; Start date 3 Nov 2020; Md Alavi. T3J4S. Select your Unity version. In order to override/paint the normal map it is important to set this setting to replace instead. Substance Painter 2 > Dyskusje ogólne > Szczegóły wątku. over 3 years ago. On export it is just a grey plane? Last updated: February 14, 2020 . Justiere mit S Taste und male. Add a normal channel in the current current Texture Set (if not already present), Enable the normal channel in the current painting tool. well, that’s not quite the case we have to pass the final boss to unlock the trophy and the last nerve-racking boss is the normal maps, and getting perfect flawless normal maps is takes a lot of practice and knowledge and a bit of luck ;). Much thanks again. 2.2b_KirinBentNormalChallenge.zip. ilmedved. esau2. 123. now save the new normal map and drag and drop it to our project shelf and drag and drop it to our texture set normal map. Working on a heightmap instead of directly on a normal offers multiple advantages such as better quality, better control, flexibility and better consistency between assets. thanks,it is a great tool. The low and high poly models were created in blender exported with smooth shading and baked in substance. A the top of the window is the size parameter which controls the channels resolution in pixels inside a Texture Set. Resource contributor. 3.DETACH THE ELEMENTS : now then we don’t need to explode our objects for baking normal maps. Online NormalMap Generator FREE! The process goes as follows: 1. Normal Map Artifacts after Substance Painter export 02-28-2017, 06:15 AM . Hey guys, I need some help with some baking problems that I am having in SP. Most common blending mode will be "Normal" and "Multiply". The low and high poly models were created in blender exported with smooth shading and baked in substance. Please note that in Sub Painter it will work with the normal and NOT the height channel. In some situation, it can be useful to paint over the baked Ambient Occlusion in order to hide details or even fix baking issues. Substance Painter can generate an infinite padding : this means a pixel will be stretched until it reaches an other UV island or the borders of the texture. By default, the blending mode of the normal channel on any new layer is set to "Normal map details". You can easily do this in Photoshop by going to your channels tab, selecting your green channel, and pressing CTRL + I to invert it. In Substance Painter I chose the Unity Setting for Baking. Offline / Send Message. I'm having some problems with the normal map texture exports from substance painter. Hey, So I have been learning substance painter, and am currently attempting to export my textures to photoshop. Once this setup is done, anything painted on the normal channel will take over the baked normal map that is on the layer below. check out my sketchfab for free models, Thanks a lot for sharing this terrific internet site. I'm going to start creating all of my materials. Hypnosis. When I render it, the metal surface renders as black. support all the curves and circular shapes and stay as close as possible to high poly and make low poly a little bit bigger than high poly just little over the surface of the high poly and after creating the low poly mesh its time for clean up look for border and open edges any flaw in the mesh flipped normal use tools like mesh cleanup in Maya and always merge all the vertices all by low value.and in 3ds max use xview and check for overlapping vertices and open edges and delete any floating vertices. 7.objects shifted in substance painter :after baking sometimes normal map seems to be shifted and not in the right place this happens mostly when the objects are too complex and go through a lot of tweaking rigging testing and has set keys and animation and if try to import the low poly and high poly object as one Fbx in the engine or 3d packages software everything seems to be fine but if imported both high poly and low poly objects as one Fbx file in painter you can see low poly and high poly objects are no longer aligned and have been moved. Think through your wear and tear. Fix normal baking errors by blending an averaged and non-averaged normal bake. I have tried everything I could think of to solve this issue but I just can't get to it so maybe someone can shed some light on it. However, in SP you could import the normal then paint on a new layer height information to fix issues. MA-SIMON. Any hints? And I'd like to use that high poly model to bake a normal map in Substance painter. in substance go to shelf