Every so often when I make a stroke with my tablet, it randomly makes a swipe all the way to the left. I can't seem to replicate it at all, but it just kind of happens from time to time. It seems to happen a lot in Photoshop; I don't think I've seen it happen in any other program. If anyone knows how to fix this, I would…
Hi,I'm trying to make sense of the workflow from low poly to high poly.Basically here is one of my model: My goal is to bring this into zbrush and just trim some edges to make it looks old.My initial thought would be to UV in maya --> bring fbx into zbrush to work on it --> bake the high poly from zbrush onto the low poly…
Good morning everybody! So I'm working on a cement tiles substance, which I want highly customisable. The substance is made of several patterns, each one in a separate graph with exposed parameters, combined in a "master graph" in which I'm using a Tile Sampler Color to put them together using the Mask Random data. I'd…
I'm creating a setup in Substance Designer that I want to use in Substance Painter. Basically a painted metal preset that will give me the options to expose edges, scratches etc based on the Ambient Occlusion and Curvature Maps: I made a real basic test in Substance Designer, but I can't get the options to show up in…
My question is essentially, what's the difference in modeling (or the benefits?) of making a copy of a mesh when it is in vertex mode as opposed to object mode? So what's different if I select the vertices and make a copy as opposed to just selecting in object mode and make a copy and join? other than the extra steps I…
I want to make hair for a game.I also want to make eyebrows and eyelashes.I tried but failed. Tell us what you recommend in our hair card and texture tutorials. Currently these are candidates. https://gumroad.com/l/pDpQi https://www.yiihuu.com/a_6622.html
Why can't you make good metal without a spec map? You can, but like every single one of those examples, you need to paint in the highlights and lighting. If you need dynamic highlights and specularity, to make it look like metal and not a painting of metal, you need a spec map. You simply cannot make proper metal without…
One thing to do would be make sure your tangent space is locked down throughout. So make sure you're using the same tangent space when you bake the LOD0 normal map, make sure your LOD0 source mesh is set to that tangent space, and make sure the LOD1 target has the same tangent space as well. If there is any sort of tangent…
In response to a thread posted last month I release a script for 3DSMax that lets users flatten selection with more control then Make Planar or scale-to-zero allows, and just now I finally got around to making a video about it. Let me know what you think :) https://www.youtube.com/watch?v=QeTOYf3GKu8 Here's the thread that…