Hey everyone, just wanted to announce that we will of course be at GDC this year. Apart from the Beer Bust we're hosting on Thursday at our booth with Sketchfab and Polycount, we'll have plenty of other sessions on that same booth and one larger sponsored session on Paragon's character pipeline with the amazing folks from…
Now that substance has been fully integrated into adobe, I want to know how I can transfer my account with active substance indie subscription into my main Adobe account. Also, this is the end of linux support, isn't it? :( Edit : Oh I am so sorry, it's literally on the homepage of the old site lol.
Hey Polycount, we are launching our first contest this year with something a little different. This is a short (2 weeks) and easy 3d Painting contest. We provide the mesh, you paint it! It's all about creativity. If you don't own Substance Painter, you can use the trial of the newly released 2.6 update: simply click on the…
We are currently looking for a technical artist to collaborate with our product designers, sales and support teams on various internal and customers’ innovative projects in Paris, France! ROLE * Create digital materials for both offline and realtime purposes * Mix scan and procedural substances to create hybrid…
Atlas, the carrier of Earth, has been defeated so who is there to carry the world now? The gods have used the matter that once was the planet Mars to create Onus, a beast so large the world snugly fits into his backpack next to his iPod and peanut butter sandwiches. The gods have hardened his soft dust like surface into a…
Everything rendered in Iray in Substance Painter. Texture sets rendered at 2k. 16gb of memory was not enough to render all my texture sets in 4k. It was a HUGE file, I pushed everything to the max on this one. This was my first attempt at vehicle design as I usually build enviro's and architecture. I used a huge amount of…
super neat what Allegorithmic are doing! it's a shame that's it's only .sbsar - would have been quite educational dissecting some of those substances, although, I imagine quite a few of them will be a maze to go through :D
It's 2019 now. Though Maya has integrated Softimage's polygon reduction algorithm since 2014, it seems that the algorithm doesn't get revised. Is there any chance to know what algorithms were using for Softimage's polygon reduction? Is it published in a paper? When did it be implemented?
My work uses Redshift, which apparently has a different smoothing algorithm to Maya's default OpenSubdive Catmull-Clark. In Maya's default smoothing, border and corner vertices are not pulled. In Redshift smoothing, all verts are pulled to the next vert, whether or not it is a border vertex. This requires support loops to…