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Full Version: Objects unpaintable in Substance Painter

Show messages:  1-18  19-26

From: Death
21 Mar 2019   [#19] In reply to [#17]
Hi HappyWeasel.

Very cool!

But I can't afford Modo, way out of my price-league...

Anyway, pretty cool, it looks like it does what the Virtual Reality Rizom Unfold program does, only it's built into Modo, quite nice!

I tried the RizomUV program and it is very nice and easy to use. But I am trying to avoid the UV unwrapping completely.

It seems that so far the Owlet and Simlab are the candidates for that, they need no further mods of the MoI object to add materials to it.

Thanks for your very nice detailed info, I appreciate the time you guys waste on helping me out.

I am getting closer to the workflow solution I am seeking with every advice I get.

Thanks!
From: Michael Gibson
21 Mar 2019   [#20] In reply to [#19]
I think there's also a function in Blender, something like "Average UV islands" that could probably process the MoI-generated UV coordinates to make them work better for Substance Painter.

- Michael
From: Finema
22 Mar 2019   [#21]
Hi,
Sometimes i use an other fast workflow. MoI + Photoshop

- MoI > Export the model (OBJ)
- Photoshop :
1 - Open the OBJ file
2 - Menu 3D > Generate UV
3 - Menu 3D > Export Layer 3D (choose WavefrontOBJ)

Regards.

JP
From: submono
22 Mar 2019   [#22]
How to UV Unwrap Anything in Blender 2.8

https://www.skillshare.com/classes/How-to-UV-Unwrap-Anything-in-Blender/1050421952?via=user-profile
From: Death
22 Mar 2019   [#23] In reply to [#21]
Hi Finema,

Sounded cool, I tried it, but it acts the same way. Too bad, that would have been really cool and easy.
Anyway, I think I am giving up on unwrapping and re-normalizing/UVing.
Since Owlet works without a problem, the issue is solved, I guess...
From: Death
22 Mar 2019   [#24] In reply to [#22]
Hi submono

The issue is that one actually has to do all that, instead of having it exported with UV mapping working. The unwrapping is a major pain for complex objects and takes way too much time.
But: Owlet and Simlab have no issues with the unmodified object export, I decided to save myself the headache and just use them.
Thanks for the tip though, much appreciated.
From: submono
23 Mar 2019   [#25] In reply to [#24]
Hi Jack (it's Jack, right?),

in the end it all depends on what you want to do with your models. Every asset in any 3D game that you might have played has been meticulously modeled, probably retopoed, unwrapped, mapped, and painted (lately now using PBR workflows). So if you want to see your asset in a game engine, animate it, or if you are part of a production pipeline, unwrapping is just part of the deal. And professionals will always prefer manually unwrapping to the automatic solutions many tools offer because otherwise you lose control which will! haunt you sooner or later.

On the other hand if all you're after are pretty pictures (and sometimes that is all it takes) you can get away with an application like Owlet. These tools provide you with procedural textures and/or will automatically apply a simple uv box mapping for you, maybe even tri-planar, which will work in a lot of cases. But again you give up control for convenience. And you won't be able to export your materials as PBR maps to use them in other applications like Marmoset Toolbag, Unity, etc.

Anyway, I'd say go for Owlet now and see how far it carries you. You can always step up your game later if you feel its limits.

Regards,
Sven

Edit: I've been playing around with the Substance Alchemist beta and the results that one can achieve are impressive (forgotten temple, melting snow). So there are rewards for choosing the "other" way ;)

Image Attachments:
lost-temple.jpg  stages-of-melting-snow.jpg 


From: Death
23 Mar 2019   [#26] In reply to [#25]
Yup, Alchemist is what got me thinking...

It is really cool. And yes, it is Jack...

I agree with your judgement, thanks for the info.

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