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MSFS20 Substance Painter help...

Located seams that were doubled and also vertices. See image. There is also a polygon missing where a seam is. Yes, that warning basically means the polygons are not in tris but ngons.


View attachment 63213
Hard to tell from your image but my main blend file has two objects in it. This picture looks like the 2nd object which was not giving me the error in Substance Painter. I exported it just to see. The HGR1 object that does not have the security cameras on the side is the one I am having trouble with.
 
Yes, 2 objects but only one has been Textool'ed (colored). I'm seeing double vertices on both, which you can see by hiding one and underneath is a vertex with a polygon or face attached also.
 
ok, yes the one that is not textool'ed is the problem one however maybe the other is as well. It's not colored anymore because I took all the materials off trying to troubleshoot. I will search for the double vertices and double geometry.
 
I am not finding any double vertices or faces. Some of my doors are inset on purpose and have a door frame around them. Some of the other doors are not. When I hide the vertices or faces the entire door is disappearing. I'm not hiding a face and finding another one underneath.
 
The doors are fine. The door's trim and walls have double vertices. Some are connected to the polygon or main body, some are not and because of this, causing the partial wall when exported to SP.

I can fix it and return it to you today, if you wish me to?
 
The doors are fine. The door's trim and walls have double vertices. Some are connected to the polygon or main body, some are not and because of this, causing the partial wall when exported to SP.

I can fix it and return it to you today, if you wish me to?
That would be great. I am looking over and over and I can not see what you are telling me. I would like to learn this and be able to fix it myself but I can not find double vertices in the door trim and walls. The doors are extruded in which means there should be a set of 4 vertices behind the main body of the building because the door face is inset. I only see 4 verts inside. Also the model that is colored is not the one I am having problems with. My scene includes 2 objects. HGR1 and HGR2. HGR1 is the only one that I have been working on in Substance Painter so far and it has the problem that I am trying to fix. There are only 2 doors on that model that are inset. The rest of the doors which are part of the larger hangar doors are just faces. Hope this makes sense. I can't find double geometry on that one either. I believe you though and I know it's something I am doing wrong. I am just not experienced enough to see it. I also know HGR2 probably has the same issue. I just have not seen it in Substance Painter yet because I have not worked on that one.

Brandon
 
If you cant find them they are maybe at the exact same place. Then you can try: go to edit mode - vertex select - hit a to select all - search the command merge by distance. The doubled vertex are gone.
 
If you cant find them they are maybe at the exact same place. Then you can try: go to edit mode - vertex select - hit a to select all - search the command merge by distance. The doubled vertex are gone.
Just tried this and it said it deleted 4 vertices. Exported as FBX and opened my project again in Substance Painter. Still having the same issue with the doors having the base metal texture bleeding through.
 
Are the red parts additional planes? In front of the normal wall?
I'm going to say there are no additional planes because when I delete or hide the faces of the large hangar doors I can see inside my entire model. There is nothing extra there that I can find. This is so frustrating.
 
There are 2 models in this blend file? Maybe you exported both accidentally?

I can also take a look at the file and how it is behaving in blender and substance painter later that day.

It is also possible that substance painter is triangulating the model in a wrong way and this can cause the shading issue
 
There are 2 models in this blend file? Maybe you exported both accidentally?

I can also take a look at the file and how it is behaving in blender and substance painter later that day.
There are 2 buildings in the project. They are separated. I chose only the object that I was working on to export. My plan in the end is for these to share texture sheets because they are very similar. I just created a video which may or may not be helpful. I don't know. I have not put the 2nd building into Substance Painter yet. Only HGR1. It may have the same issues but I have not checked it yet. Trying to do this one at a time.

Here is a link to a video showing that I don't see any extra vertices or faces and showing that when I try to assign a color to just my hangar doors it is assigning it to the entire model. I believe maybe this is the issue with my substance painter problem but I don't know what the cause is...

Also keep in mind this is AFTER I did the merge by distance command and it said it deleted 4 vertices. The model is also un-colored because I am troubleshooting. The project file I posted earlier does not have these changes in it.

 
do you know what triangulation is?
Substance Painter and game engines try to make triangles from your faces that you build in blender.

if this process is working good everything is fine.
if you have a face like this:

2020-10-06 19_54_18-Blender_ [C__Users_Mike 2_Desktop_kpso_ramp_hangars.blend].png


it can produce troubles. :)

try to insert some more cuts to the mesh that you get at least more rectangle shapes.

some cuts in the corners here and there and in the middle:

2020-10-06 19_56_42-Blender_ [C__Users_Mike 2_Desktop_kpso_ramp_hangars.blend].png
2020-10-06 19_57_16-Blender_ [C__Users_Mike 2_Desktop_kpso_ramp_hangars.blend].png
2020-10-06 19_58_01-Blender_ [C__Users_Mike 2_Desktop_kpso_ramp_hangars.blend].png


and tadaaaa: :D

2020-10-06 20_04_28-Substance Painter - PBR - Metallic Roughness Alpha-blend (Read only).png



2020-10-06 20_13_45-Substance Painter - PBR - Metallic Roughness Alpha-blend (Read only).png
 

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Thank you. I am somewhat familiar with what you described however I did not think it was the cause in this case. I see exactly what you mean however. Being that the doors were rectangles and not n-gons I assumed they were ok. But it's not the doors and instead it's the underlying building that has n-gons and needs to be broken up. No wonder I could not find duplicate geometry or vertices. Thank you so much. I am going to try and fix this myself in the model because it will be a good learning experience for me.
 
Ngons are not bad as long that you dont get faces looking like a M or a U :)

The knife tool K key is good to fix this.
Thanks so much for your help! I added cuts with the knife tool and it works fine now in substance painter. I just wanted to be able to do this myself as I am still learning. This was supposed to be a "simple" shaped building for me to start with on my project. Apparently I should have just made a small shed first. LOL. It's ok I am learning things but I don't have much hair left.

Brandon
 
there is a particle system inside blender so you can model your hair you dont need it elsewhere ;) :D

that is the right way doing thins yourself to learn the stuff! looking forward to see you scenery stuff once finished :)

just as a reference this is how my geometry looks like: 5,128 Verts and this will be no problem for a game engine so you dont have to keep it that low. It is good to have some loopcuts on flat faces. if they are too big it is difficult for the rendering to apply the texture in the correct places and it can happen that it get stretched.

2020-10-06 20_45_16-Blender_ [E__Gaming Assets_BlendFiles_LOIH_LOIHHangar5.blend].png
 
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Thank you! That is a great reference photo to see what is going on. I'm coming from the Sketchup world where I didn't have to do that and this is all different to me. But I do understand. I am almost finished texturing the first building. Thanks to you and everyone else in this thread who offered assistance. I would not have made progress today if it wasn't for you all willing to help! Thankfully the texturing process went much smoother this evening!

Substance Painter - License_ 19 days remaining - kpso_ramp_t1_hgr1_substance 10_6_2020 9_49_28...png


And the real building!

kpso-pagosasprings.pur - PureRef 10_6_2020 9_50_56 PM.png
 
There is a quicker way in making the polygons more suitable for Substance Painter. Unfortunately though I'm away from computer to get the exact command combinations. I will look into that tomorrow morning. I will also take screen shots on the double vertices.

More on the ngons: what I suggest is making a backup before adding loop cuts or the command combination ( which I will get tomorrow). This way you will not have to restructure your uv layout. After you have exported to SP and finish your textures, you can use the backup within Blender with the texture maps placed in their proper slots. The command combination will make all polygons into tris for you, so there is no need to add loop cuts or knife cuts.

But I will show you where the double vertices are also.

I'm glad you have gotten further along though, congrats on that!
 
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