Hey everyone! Pretty new to the substance package, especially painter. I wanted to bring in a bunch of maps I created in Designer so I could add things like custom dirt and decals but I have not been able to get that far as I am stumped on the project setup. For some reason the Material view refuses to recognize my spec…
Original document: Bug Issue Report: Persistent Stability Concerns with Marmoset Toolbag YOUTUBE VIDEO (recommended to watch at x2.00 speed) https://youtu.be/tiz7MIinnIU The current baking workflow in Marmoset Toolbag, particularly regarding the Auto-Reload functionality, presents significant challenges that impact…
Hey mates. As someone used CryEngine for a long time I really missed a "combined and ready" material in UE4 that is all basic and most used components are gathered conveniently and working fast (enough shader compiling already !). So I decided to make one. I also wanted to ask community what functions of the material…
Hey guys, experimenting with the material layering system in 4.19. Materials are all blending together nicely but just having one problem; I can't seam to add the base normal map of my model. When I use 'Blendanglecorrectednormals' The stats come up with this error: [SM5] /Engine/Generated/Material.ush(1901,2-39): warning…
I have been working on this goblin/chihuahua creature sculpt. I started with a simple bust but when I tried polypainting it it came out looking very plastic. while it is supposed to look stylised and 'cartoony' I want it to have some convincing texture at least. I played around with the default materials in zBrush but…
Whenever I've had to do this I have applied a Multi Sub material to my model and then used the Poly-select to apply the 2 material to different parts. Is using the Material modifier Sziada mentioned better or worse somehow?
Hi! I have 6 years of experience as 3d artist and worked on several AAA projects as a Texture/shader artist including Quake Champions (2018) and Halo: Master Chief Collection (2014) making textures for Characters, Weapons, Environment/Props and tiled materials. I am looking for a job involving texture & shader creation…
I have made some gradients in the UDK material editor and have put them into material functions. I thought that i would share them with you guys, there are varying gradients available, this is a list of the ones i have done so far; 4 Way Split Diagonal Gradient - Top Left - Top Right - Cross Way Split Gradient - Top Left -…
Hello! Here are some stylized materials that I have been creating while learning Substance Designer for a personal UE5 environment project I'm currently working on. I am slowly starting to get the hang of Substance Designer and am becoming more comfortable including it in my asset creation workflow. Feel free to check out…
Depends on the type of asset you want to create, I'd say. For pure metals your own materials probably would not be much more different as the colors should be (and are) based upon real world values. If you are going for a realistic PBR approach then use the materials. You wouldn't se anyone use a different kind of copper…