Use the tiling plane for painting / sculpting tilable textures (it's in the create menu and not present in the default mesh list). I believe if you unhide the tiling plane,s target (it's hidden by default when you create a tiling plane) you have a perfectly mapped plane. You can always export it as a plane OBJ and use that…
2012 has this wonderful bug with certain video cards where the default shading is screwed up. Happens with mine (a GeForce GTX 480), even with the hotfix/SP1 installed; thus I'm still on 2011. Does the shading on your default primitives look okay? (No strong backlight/fresnel effect for no reason?) You can try to go to…
Also, texture-wise, no matter how high res the source, if the uvs only take up a small area of the sheet then the res will dramatically reduce on the final texture. Make sure the source texture has no lighting/shadow information or is polarised at source. This is important in the modern PBR workflow as the albedo map is…
I just came up with another silly question for you guys. I've always worked on Windows (currently 7 64 bits) and I've only recently tried Mac OSX and I'm now jalous of the default image viewer this OS have. by default it read .psd .tiff .eps .ai and with the press of a button a can have a quick look at the file. this could…
thanks guys ! :) I really appreciate your help. I wonder if you guys could share some more information ! I am going to rig the characters with biped. I found that if I add some extra bone with default biped then the animation will be good. because my characters are little complex. how many bones can I use to run the game…
Thanks. Well, you got the link to the model (I think, you may have gotten the UT2k4 one by accident, but it's pretty easy to read filenames..). The tutorial can be downloaded from here. It almost goes back to when I first joined (and it was a big help for me back then), so I don't know how much it applies to current work…
Hello again polycount, I'm working on a little project and thought i'd do the painting with substance painter. The finished result has to work in Cryengine so i have to use specular/glossiness instead of metallic/roughness. I can't find a default shader that works with these sorts of maps. There's only default shaders like…
I've noticed that the default panoramic environment map in 2018.3 isn't being rendered properly to the reflection on my material, making using the software really difficult as I can't see a proper specular highlight to work from. This is what I get in 2018.2.2 which is what I expect. And then increasing the roughness…
You can check it yourself just by changing specular quality parameter in Painter . Default "low" looks same as in Designer. Ultra makes any material shine a lot. Especially in mid grey roughness values. Imo correct intensity and spread of highlight spot is basically main feature why we once switched to PBR pipline, right?…
Use uniform color node , right click , expose param , check in output . Connect the node to output. In output node "integration attributes" set color space sRGB . For other channels keep it default .