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Messages - Jeremie Noguer

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Substance PainterSubstance Painter - Technical Support - Re: Seams issues
 on: February 23, 2019, 01:51:19 am 
Slight normal artefacts like your last few screenshots show are to be expected if you bake without a high poly mesh.

As gary_12 said, if you cancel, you start back from scratch with the 12 months period until you can convert to a perpetual license.

I'm on a pre-paid subscription good for another 8 or 9 months, with the intention to buy a perpetual license at the end of that term. Will I be able to? Should / Can I buy one now in case a perpetual license offer will no longer be available under Adobe at some point in the (near?) future?

Don't worry, you will be able to get your perpetual license.

I just checked and the material is already seamless, make sure your UV takes up exactly 100% of the UV tile vertically.

There is currently no TX export in Substance Painter.

That is not possible unfortunately.

In Painter, you can use either one or the other, and soon height will also drive displacement in Painter.
It works this way in Painter because it's much easier to paint height data than normal data.

Substance PainterSubstance Painter - Discussions - Re: can't import substance
 on: February 22, 2019, 11:19:49 pm 
The file should be a .sbsar.
The sbsam file is contained inside the substance archive (sbsar) and should not be extracted from it.

Substance PainterSubstance Painter - Discussions - Re: Student License
 on: February 22, 2019, 11:18:17 pm 
Technically you are not allowed to create assets/products with the goal of selling them with the student license.

Make sure you don't have both the normal and height active at the same time in your fill alyer, that would double the strength of the details.
If the height is too strong, you can either reduce the opacity of the layer for the height channel, or simply add a Levels effect to your layer and adjut it there.

Substance Painter can only get files through a shelf, you can define a custom location for a new shelf in the preferences but you will need to keep the hierarchy of folders that will be created inside.

There is no time variable per say, but you can simulate one, this plugin should help you:

(the shader in there may be outdated but the logic is there)

SubstanceSubstance - Discussions - Re: General PBR Metallic Question
 on: February 22, 2019, 05:07:52 pm 
It depends on the type and opacity of the paint. Some paint will have flakes and create a metallic reflection (like car paint), but as a general rule, painted metal should have a black metallic map.

That looks like a bug, thank you for reporting!

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