Yes, this is what's going on right now. I really just want to make stuff, not worry about countless checklists and reworking stuff over and over. MLIs are Material Layer (Instances) that you load in MSIs, Material Stack (Instances), and then blend with RGB blend masks. It sounds easy and it should be but so far every…
Hey guys, I figured out a way to manage the layer stack in Substance Painter a bit better. It uses a combo of dummy layers, masks, and anchor points. End result is a more organized stack where effects aren't cluttered. Hope it helps. Post on Artstation: https://www.artstation.com/artwork/g8k83P
UVing the high takes only a few min, you're only doing the pieces you need and often that's a simple planar, cylinder or explode unwrap. At the baking stage you really aren't doing too much hardcore modeling that is going to effect the UV's on the high that much. But it doesn't take much effort to redo them if you need to,…
This will be for first a 3D exhibition of a story I wrote, and for art I already own full commercial rights to. Can provide text on request or via chat, but hope the references and the description are enough. I have a super tight deadline for the first draft of the model(this Sunday), and I'm willing to pay a premium for…
Hi, i'm new to modeling because I have though of a good misc item for the Pyro in Team Fortress 2, the "Mangled Musician's Mask." I would like to model and send this in to Valve, hopefully looking very close to this: http://www.delmartimes.net/content/img/f246844/phantom.jpg What I have done is downloaded a thirty day free…
Let's say I have a large asset of an old stone wall. I want the wall to have moss, dirt and a stone base material. I know I need to make masks using Painter that I then use in UE4 with my tiling materials. Here's what I know... From what I understand is you make 2 UV channels. UV1 is a 0-1 layout of all the UVs with no…
Hello Polycount! Hello 10K, working on a new project and making a new head topology for this one is based on an artwork of Natasha Small *(with a minor CC) The topology is 65% done, missing details and loop spacing on the forehead and eye borders, Some pointy loops and so. Will love some Critics here. Not sure at the…
Issue: Edgeware renders black I'm trying to make a mask with an MG Metal Edge Wear generator. I have been following the two Youtube tutorials from algorithmic on the subject. They don't do anything particularly special. Just add the generator, the maps, then play around with the grunge slider. Yet it's not working for me.…
At 1st I was too annoyed that it's not realtime 3D painting...But after using Mari for a couple of weeks (been lucky enough to beta test drive 2.0 it at my new job) it just blows everything else out of the water. I love mudbox, I really do love it...But compared to the layers / adjustment layers / layer groups=, adjustment…
Just a quick question. Doesn't ZBrush make use of fall offs for the brushes? Why are the "falloffs" essentially being painted into the alpha's directly? Anyway an alternative way to make an alpha would be to sculpt a piece and bake a heightmap from it. Since you are not entirely sure what an alpha is I suggest doing it…