Hi I am new to substance painter and have tried everything to find how to resolve the issue but couldn't find it. I imported a LP mesh and baked a HP onto it and everything looks fine until I add a few layers and keep painting on the same layer using brushes. The model starts to show some dots and as I keep adding layers…
If I were sculpting a barrel, I would first create a base in Max/Maya the same way a real barrel would be constructed: separate pieces for each wood strip and metal rings. It will help separate the materials and make the gaps between the wood more believable. Without seeing your UVs or smoothing splits, I would say you…
That is because I've modelled them to be functional like the rest of the lights. They look funny right now since the entire assembly is marked transparent due to some material overlap with the other lights on the car at the moment. I'll have that fixed once I manually make the alpha layer in Gimp. As for the lights I made…
I'm curious to what technique everyone uses to create textures like rock or terrain? Do you hand paint yours? do you apply normal maps? Personally i'm trying to figure out what the benefit of using certain techniques are. For example the way i texture my models right now is simply modeling, uving, photoshop, then bringing…
would be cool if you could show that material setup, kinda like how you did that mater materia tutorial. helped me a bunch and im sure this would too ;)
Vray GPU; "Vray" setting (I assume this means to just use CPU for rendering); Literally nothing is changed except the render method, both are Vray. I've been tweaking around with different settings, trying to fix this for over a week. This does seem to be exclusive to Maya/Vray2023 though, as it does not happen in Maya 2022
@Eric Chadwick Thanks! :) I ended up using metahuman skin material, which I then edited for my needs. I know it's not the best idea, because Metahuman stuff has so much “bloat”, but for this personal project that I aimed to keep short it was good enough. I edited the material by disabling a lot of stuff and inserted my own…
Here's an example from my own work. This is the exact same game level, just tweaking the camera angle and materials and color grading to get different "looks". It's actually a ton of fun doing this, because all the content is made already. It's just putting a fun spin on it all to come up with something nice to look at.…
I went to a college for 3d art, my program got messed with so I didn't get a chance to learn stuff later in the pipeline and substance. After that I got caught in the tide of debt and making ends meet. Now its roughly 5 years later, with limited modeling in between, so my knowledge set is oddly patchy. I know enough that…
Hi suppose in my scene I have 3 polycubes and I have assigned 3 different materials. Polycube1 = Blue Polycube2 = Red Polycube3 = Green Now When I' assigned checker shader to my all polycube it's assigning but when I delete it, it's assigning the Maya default Lambert, not those blue, red and green shader which I previously…