Awesome stuff! I picked up woodworking to make a case for my eurorack system since they can be pretty expensive. Somehow I've spent more time building shop furniture than doing actual woodworking.
I'm making substance designer do things it wasn't designed for again. For this experiment I decided to encode arrays into images and use those to drive fx maps.
The example given dumps UV coords from an fbx sequentially into a small texture (64x64 in this case) - this bit is python. The fx map uses nested iterators to sample pixels sequentially and position shapes according to whatever is stored .
The only really irritating limitation is that you can't detect input image size in a graph so you have to tell it how big the incoming image is.
If anyone can think of a use for it outside of making non-perlin based distributions I'd love to hear about it.
Hi everyone! So, I finished this wonderful gun. Here some renders, more of them, and even videos you can find here, on my Aststation - https://www.artstation.com/artwork/3dPNwg
I've been really bad at updates, but I'd love some feedback on the progress of my textures. Love all the other posts, I'm new to these challenges and it's been really motivating.
At 40,000 Tris so far I will probably redo the Fur around the neck and right shoulder. And redo the scale skirt mesh I like the Roughness and metallic settings but I need to adjust the textures on the horn, I don't think it matches with the body yet
Decided to hop into this challenge as well. Chose to model the second concept because I really like the design and really want to sculpt all that fur/hair (even though retopo's probably going to be a nightmare. ¯\_(ツ)_/¯ ) Started a couple days ago so still blocking everything out / building all the forms out. Already feel like I need to make the hands/feet bigger...