You shouldn't need to worry about authoring in linear space, the shader/GFX pipeline should convert your gamma-authored source textures to linear space for you. I think the confusion might be learning to "think like an artist" vs. "think like a tech artist". If you're painting as an artist, ignore the hex/RGB value of the…
Alright, so I ended up figuring it out, but I wish there WERE an easier (faster) way. Just like in Susbtance, I wish I could just bake a Color ID map from Material IDs. But, this is how I did it from Maya LT 2016. * Made new materials and changed colors (important because Quixel only gives you hex/color info) * Went to…
Hey guys. I've made a node-based texture generation tool similar to Substance Designer. It's called TextureLab. I made it web-based because I wanted it to be easily accessible and I wanted to promote sharing and build a community around it. It's far from being complete, but the prototype works well enough for you to be…
Update 9/9: I've received a very large number of responses, thank you everyone who responded, I'm sorry I haven't had time to respond individually. Hey there! I'm the indie developer of an ARPG of space exploration called Starcom: Nexus. I'm currently looking for a 3D artist to improve the modular shipbuilding feature for…
New version of the popular plugin for Adobe Photoshop and Illustrator is out! – LDT-Cube Color Picker – most natural Color Space specifically designed for digital art. Pick separately on three Light, Dark and Temperature-based color sides at the same time! – Assign Keyboard Shortcuts to: Increase/Decrease Color Brightness,…
yes, you'd not be able to read binaries so you'd only be able to roll back (technically you'd could try to remove bits manually with a hex editor but good luck with that) I put anything that contributes to a project and that can't be recreated in a short time into version control. eg. my substance designer files go into…
Iciban - I didn't use zBrush on the first few assets including the teleporter, but I did on my current one, though I overdid it. For the low poly I save out the mesh before I add control edges and small details so I can go back to it later and optimize that rather than my finished high poly. However, this does require me…
Regarding the gloss/roughness value sliders. I'm all for a correct workflow but there is still a need to preserve some level of backwards compatibility regarding textures that are non PBR compliant. At least there should be a fallback mode for TB1 scenes so people are not forced to retexture already finished scenes rather…
been messin a bit. what i did : contrast of forum colors themself turned out a bit low. i found that to happen when u define each color by hex or whatever. touching up the colors in photoshop kicks it a bit more sometimes. other thing i noticed unnessacary boxes. i dunno what the limits of changing the look of the forum…
I completely beg to differ, and a month after switching you will too. Valve are bluffing for sure to try and maintain their desktop games monopoly in the face of having some actual competition for the first time in years. There's no way identical code would run so much faster on Linux than on Windows. Faster, maybe, but…