Hi Polycount! intro: I've been a longtime lurker on Polycount, but haven't ever posted my stuff. I'd like to change that, as I've got a topic i'd love to discuss with the broader game artist community: Color ID maps (#colorID maps)- why they're possible in other programs such as substance Painter, but not feasible in UE4…
Brick material WIP For my final year's project, I want to rely less on megascan's materials and instead make some realistic materials from scratch using Substance designer. Please give feedback. I'm trying to get the AO, Height and Normal spot on before I start texturing, this is what I have so far I masked out the parts…
Thanks a lot poopipe. But my issue not with exactly generating UV but rather how they make UVs following the height blend . For example I have cubes intersecting each other through Max (lighter) blending . From your explanation it looks like they generate small UV pictures for cubes but how they later make them mask each…
Continued a bit with the never ending bridge environment 🤪 Decided to introduce landscape into the experiment. Since I find the landscape tools in Unreal a bit tedious, I currently have the landscape set up in blender for sculpting. It's then rendered to textures (height, masks) which are updated in unreal. Steep borders…
Blockout Phase 2: Hey Folks, I've been a bit busy at work hence the slow progress. that being said I've done a little bit more blocking out on Kali these past couple of weeks. Mainly just using the the mask and extract tools too create the difference armour panels, based on the concept.
Old soviet diode prop. Sculpted and modeled in ZBrush and Maya. Textured in Substance Painter and Photoshop (alphas, masks). Details: 10530 triangles, 1x2048 texture set. I have in mind to work more on the materials here. Please, tell me what you think of it :) model
Hi there! I am having difficulty finding resources to generate a tiling mask that is non-uniform as the image below. I want to have an Omni-directional tiling pattern that has: * Varied Size of bricks * Varied Orientation * Non-uniform (breaks grid) Can anyone point me in the right direction?
I've tried turning off sRGB and changing the compression settings to Mask. To export I used Substance Painter's UE4 default Export that uses a RMA. For reference this is how the model looks in Sketchfab (It's not 100% Accurate but decent) https://skfb.ly/6BtTq help please :c
This one, used in a school game project called Words Of Power. A spellcasting game where this mug was the main foe. Adding shaman masks, body paint, shields, weapons and armour made him a different foe. I only saved the helmet since the other things turned out too crap to show.
I created a bump map and I want to know the way to apply colors on the "bumped" area on the mesh. I am using Substance Painter for applying texture, but I want to use a different material for the stitch. I tried using curvature and bump map as a mask but it doesn't work well.