Looking good, but id go back and look at the colors, you have moved very far from where you were at the start of the page in terms of colors. The current green is way too army green and less privet sector personal weapons grey\green like in the concept.
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I can't answer the OP question, I never had a pro profile and been not using Artstation for quite a while, but I've been also wondering if Artstation - not even pro, just a regular account - is worth the hassle nowadays. I was already around when it was created to fill the void left by CGHub. I was very green but already…
nevermind about that, it was user error after all. :poly127: The tangentspace was set to 3dsmax (wich flips your green), but I always flip the green channel myself in PS, and since the material was only on the glass I didn't notice to check to flip the green channel in the material. After doing that the problem is solved.
<font color="green">gray background:</font> In world Settings, set each color bar to half <font color="green">no antialiasing:</font> Uncheck OSA in render settings <font color="green">no texture filtering:</font> Uncheck OSA in render settings <font color="red">software?</font>
Your normal map might have it's green channel flipped the wrong way, either on export or when importing to UDK(on import make sure the 'flip normal map green channel' is unchecked). When you render that green is set to down or Y-. ...or as jellyfish said, your smoothing groups are still wrong.
Do you know of any videos like this ? I'm trying to follow this but when I have the paint layer nothing happens. I need the little circle that is half orange and a bit of green to go to the color ID for green. When I paint in the side ports folder which is green nothing happens
Try flipping the Y/Green channel of your normal map before re-uving, or rather, in substance painter, switch it from DirectX to OpenGL or vice versa. Often it'll have flipped green channels, and that typically makes seams appear... but honestly looking at the whole thing, the green channel looks flipped.
I don't know if there's anything else to take into account, but the first problem is that the green channel (I think it's the green) would have to be flipped first. Can either build it into a shader in Maya with a reverse node for the normal's green channel, or just invert it in photoshop. And that is the extent of my 3ds…