1 project 3D for a beginner by Repman
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@Repman, please do not hesitate to get in touch with me to get some technical support. I really enjoy helping my 3D dev fellows !
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@radium
Bonjour Radium,Merci pour les infos.
Je n’hésiterais pas a revenir ver toi.
Repman -
@repman in English buddy !
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Hello Radium,
Thank you for the info.
I wouldn’t hesitate to come back to you.
Repman -
Hello everyone,
The 3d model was made with Blender.
In Substance Painter the UV is clean (1st photo), but when I export it (bottom photo) it gives a funny result (in png).
Anyone know why?thanks in advance
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@repman said in 1 project 3D for a beginner by Repman:
Anyone know why?
thanks in advance
Yes, it called “padding”. In SP look the “Padding” settings on the export parameters screen, there you can choose:
- infinite (this results),
- set an exact number of padding (4-16 pixel is usually enough) with different color or transparency options,
- or switch off the padding completely (not recommended in most cases, only if you want post painting work with them)
The reason of padding is that 3D models use vectors between the vetricles, meantime the textures use pixels on the same area. The problem is the diagonal edges. If you paint only the exact pixel area of UV map, it’s possible to see white pixels on the edges because the steps of the pixels can not follow exactly the vectors. I hope you understand what I trying to say Lower resolution cause bigger roblems (UV map vectors have no units, independent from the texture resolution).
You have to use couple of pixel gaps between the UV islands because of the same reason. The pixels cover a little different area than UV map vectors, therefore you need to use some buffer zone around the UV islands.
The texture painters usually paint larger area than UV map, add an extra pixels around the UV islands, prevent to see these white errors on the edges.
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Hi VO101_Tom,
Alright I’m looking at this.
Thank you
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Here is a first fusion test of BaseColor and OA.
just the BaseColor
BaseColor plus OA
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@radium
Hello Radium,1- Now i have 3ds max2014
2- In NVidia dds tool, I cannot find the DXT1.
does it correspond to BC1a ?
3- you have a link to LOD exporting module ?Thank you
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@repman Hello Repman,
BC1 is DXT1 without alpha channel / BC1A has an alpha channel.
If you need an high quality alpha channel, please use BC3.
Cheers,
Radium
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Thank Radium
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Thank you
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Hello,
My building is finally on 3Dsmax.
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@repman
One step forwards!Note: Ideally your object should be centered on the 3dsmax X-Y- (0,0) grid,
as this becomes the center point in BMS for object placing.
Your Z- pos looks fine!Cheers,
LS -
@lazystone
Thank -
Hi specialists,
Now I have my model in 3DsMax with the texture.
I find the result a little disappointing compared to Substance Painter.
I tried exporting the LOD and here is the window that appears.
Something is missing ?
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I’m not a specialist, so I don’t know much about Substance Painter, but I guess it uses differently lights and render settings.
Additionally you might have used some “baked” maps like AO- map, metallic maps, etc. .For 4.35 u3, we have none of these PBR materials, but we can bake textures (AO for example) and add them
to our “main” texture to “fake” shadows, lights (shine), dirt, and so on,
using Photoshop.If you don’t see your object in OpenGLLOD after first export, then try to zoom out (shift+ LMB + move),
but if your objects origin is at 3dsmax X-, Y- 0 (zero) world coordinates, it should be at the center of the viewer after export.Sidenote: place your texture(s) in the same folder as the exported .LOD.
Cheers,
LS -
@lazystone
Thank -
Hi,
1- I checked the coordinates which are well at 0,0,0
2- I tried by changing the size of the model
But I can’t see my model in OGLLOD
Looking at the pictures below, do you see an error ?