I find that when I'm making larger assets that require masks for things like edge wear etc., if the asset is big the masks tend to be low res depending on the size. Is there a way to get better resolution masks? What is the workflow for texturing big meshes that require tiling textures, some edge wear or other masks like…
IMO too hi res textures sometimes rather reveal artificial procedural noises people do them with . What looked like a proper hint to certain material features in lower resolution became overdone and obviously Substance Painter noises and scratches , often lots of redundant details that only spoils the impression. It's like…
PS Let's say that this is a unique tennis ball, and I would like to convey all the features of its texture, create a digital clone of it. And its shape is a perfect sphere
All the examples I saw so far looks like havin a sort of a bloom added to normal map making it looking blurry on actual material . Except only bricks maybe.
Have anyone managed to do something like that? With halo distance variable by noise input?It's perhaps could be possible with loop node or slope blur approach with more steps but I wonder if there might be a simple quick solution for this ?
Does anybody know MEL command to do an onscreen message like this: print command only outputs to the command line, but I'd prefer to put something on screen to minimize user mistakes.
Hi Is it possible to render out the shadow pass of a model on its own like you can in 3ds Max/Maya? Or can it only be captured/rendered with the model? Thanks