Hello Folks! So I have never posted an actual WIP thread here before, so I might as well start now! :) What I am doing is fan art of a character from a pixel mobile game called ReDungeon by Nitrome. I thought it would be an interesting challenge to adapt a pixel character into a full 3D character. There aren't very many…
Who are we? Team name: Pixel Sheep Entertainment Hi! We are a team of hobbyists with the intention of starting out small to make a name for ourselves. Once we crank out a few games, Pixel Sheep Entertainment will aim for the stars! What are we making? Game name: Pacifist (this is our 1st Game!) Genre: Runner, Parkour,…
I'm currently in the process of applying more detail to my model within the height map in Substance Painter. I've made very basic alphas to just create panel lines on my model, but they are saved as a 1024x1024 alpha that I import into Painter to used as a brush and basically just stamp the brush stroke onto the model. The…
Your result is the expected result, and the one I got when running through your steps. To fix it, you should just be able to increase the tolerance on the edge detect node. It looks for contrast, and if you notice, in your distance node you can see a subtle gradient in each shape. Your edge detect is just set sensitively…
Thank you poopipe I recreated your way step by step and still see yellow triangle and no curve in SD :# . As always Substance Designer does it most crazy, cryptic, monstrously inconvenient way ever possible. No hints whats wrong , zero explanations . But I am not surprised at all , their nodes are generally same . You…
The reason charts of roughness values vary is that you're defining an average roughness value for a pixel and that value will depend how large an area of a surface the pixel defines. Eg. Sandpaper is quite shiny if you look very closely but if you step a few paces back it looks much rougher cos the lumpy surface bounces…
here is your problem, you are trying to copy the concept pixel by pixel while ignoring the high level anatomy. before you take the concept too literally you need to have a model that looks anatomically sound. once again this model is at a stage where i couldn't provide a single paint-over to show you the flaws because…
I never fully understood why people say that with a metalness workflow the specular reflectance has to be hardcoded. For instance, I am working with the PBR Plugin Alloy for Unity which also employs a metalness workflow. It is based on Disney's Principled BRDF. However, you can still assign a monochrome specular map. That…
lets go deeper. gamma 2.2 isn't actually a pow(color,2.2) function. the suggested way to convert to linear space is: "RGB = ((R'G'B' <= 0.03928) ? R'G'B' / 12.92 : pow((R'G'B' + 0.055) / 1.055, 2.4))" followed by "Luma = 0.2126 * R + 0.7152 * G + 0.0722 * B" The ' means prime, and implies that a color is in gamma space.…
Woah, resurrected thread! I have made a ton of progress since then. Looks like tessellation and displacement mapping are not the "make it look pretty" buttons I thought they were going to be. You have to be extremely careful with texture stretching. Another huge pitfall are mesh seams. These will happen on UV shells when…