#Bug with revoker texture when texture painting.

53 messages · Page 1 of 1 (latest)

north gull
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Im trying to make a cool looking revoker texture but running into a looottt of glitched/overlapped uv maps for this thing when doing it. Here is a big one. But there are also sections of the uv map, particularly around the cockpit, that are all mapped to very very tiny islands, meaning that they cannot really be colored properly. Would appreciate a remapping of these areas. though im not sure how feasible it would be given that it would at this point require a retexture for the revoker and fixing this would break all previous revoker textures.

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Basically painting the blue arrowed bit near the nose in substance painter updates the bit at the back as well.

tawdry pawn
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this should just become a "all the livery templates are broken in some way can we please get fixes?" post

celest iron
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@north gull @tawdry pawn you can check out shroomingmarisa's google drive of fixed fbxs, pinned in #livery-creation-and-discussion

tawdry pawn
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It's kinda a niche problem tho so I kinda doubt it

north gull
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here is one issue, where these two parts are mapped to the same location on the uv map

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looking at this closer it seems to be more of an issue with the blender templates than the actual model itself, i can see on the texture map places where these overlapped texture bits should be

celest iron
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and this is the case with all UV issues

north gull
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how does the fixed uv map work? you cant change the uv map for the texture your painting if its not the same in game can you? the game model would still be using the borked uv map?

celest iron
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i've been using the fixed uv and have had no issues when baking to in-game as long as i understand where the bits are mirrored, and alter my painting as such to not have any weirdness

north gull
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alright its glitchy, thanks for the help

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still leaving this up as a fix request tho lol.

celest iron
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also the rear section you've put in the original post images doesn't seem to be an issue on even the unfixed fbxs, so this is more than likely a substance painter bug and not a model issue

north gull
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substance might not be the best for this or something im not sure whats up

celest iron
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yeah what marisa essentially did was just remove the parts that directly conflicted, it'll bake fine

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however the other glitches (including the missing panel for someone else's compass, and the holes in the revoker model) seem to be substance painter only

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i've had no problem with blender

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speaking of which

celest iron
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including the vortex door

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which works fine on blender for some reason

north gull
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seems like it would be better to keep and still see what the bugged out version will be so you can account for it

celest iron
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not bugged like it is now, it'll just mirror that edge from the left side (i.e. don't do asymmetrical stuff or mirrored text)

north gull
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ohhhh

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i see

celest iron
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i mean yeah i've used both original and fixed versions to see how it'd look ingame

north gull
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alright that makes sense

celest iron
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but it makes it easier to paint

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always check with original before baking though, just incase

north gull
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yeah that does make it a bit easier alr

tawdry pawn
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Not that I don't believe it

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But that genuinely shouldn't be possible

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Guess I gotta figure out why that is

celest iron
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i know that substance painter sometimes has issues with non-quad geometry (though the fbxs are all triangulated from quads and can easily be reverse calculated within blender) and that it just sometimes fails on occlusion/backface calculations for some reason, but it's weird to me that there'd be issues

tawdry pawn
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A lot of the problems come down to two parts not being able to be colored independently. I'm assuming if this is only because of substance that substance is coverting the texture maps wrong and making parts share spaces that shouldn't. If that was the case I do know how that could be fixed and could just do so, in theory.

On a side note with the substance painter and wierd geometry issues, im confused how that happens because I have this suspicion that the original textures were done in substance painter, because a lot of the markings on a lot of aircraft are default substance alphas. Now they are also very simple shapes and such but it's odd to me personally

north gull
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they were definitely made in substance

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the details are the exact same yeah

celest iron
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mitch does use substance, although the thing i'm rather confused about is why substance sometimes has mirroring issues that aren't present in blender

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like, yes, the medusa does mirror the left slat onto the right side for no reason, but this is due to the actual UV itself (extracted directly from the game files yields the exact same result, there is simply only one slat portion on the vanilla texture so it can't inherit from anywhere else anyway)

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however the revoker rear section, vortex intake, compass underside panels, etc. are all not actually mirrored on the UV, and that's what's confusing me