Issue: Backing special maps in Substance Designer results in the following error. "Baking failed (Normal Map from Mesh)UV set 0 doesn't exist" Steps Taken To Isolate problem -Baking generic cube exported from Maya 2016.5 Ext2 in FBX format. Issue occurs with all objects -Settings in image below -Switched "Set distance…
@gnoop, it just occurred to me that you've been using them for years in designer, it just doesn't mention it Using max() blend mode to combine heightmaps is exactly the same as using min() on a pair of SDFs that represent the same surfaces. (Invert and rerange to -1:1 to get the SDF) It's mathematically more convenient to…
Hey iam717. I tried in the beginning. It's a tough sell to bring anyone experienced onboard. I have $0 to spend on salaries No publisher No history of ever launching my own game solo If someone came to me with this pitch I would say "NO THANKS". The game is almost done, by the time it's released it would mean I have spent…
I'm quite confused by rigging and I was wondering if there are any experienced riggers around who can share their insights. I've created a model and a rig for a character and I created a character set called MainCharacter. It was created as a clean empty character set, and I only manually added all the desired attributes…
This movie was 33% stupid, 33% awesome, and 33%...something else... I'm curious how many here have seen it. "I want to say hello to my parents and my Kung Fu master, but they're all dead."
Hi guys, I have been working on some portfolio pieces and I thought I should have at least one classic asset in there as the other ones are a bit different, but any feedback would be great. Uploaded with ImageShack.us
@RedLehari Couple things come to mind based on the gifs you showed. The first one is to be expected, the depth of the POM is a bit extreme, to compensate you'd need to add more steps. Alternatively, the second gif is actually a work around, by using TAA you can dither the results which allows you to use less steps.…