Hi all! I'm working in VFX and trying to work out the kinks of using substance painter in Arnold in production. It's been awesome to use substance for vfx/prerendered CG. However there have been a few hiccups along the way. One thing I've found particularly annoying is this: On the left is the Arnold Renderview with the…
Hello all, It's Taylor. I'm listening to PCGamerPodcast and I'm just pretty much bored. So I kind of want to start a thread about what you would want to see in a "Hard core" MMORPG experience. This is for all you other people who are bored and/or hardcore mmo'ers and just want to talk. I can't say I'm a HARDCORE mmo'er(Not…
I've been lurking for awhile, looking at all the pretty things everyone makes. It's been quite daunting to post anything. I figure that since I have time to work on stuff myself, it's time I start posting the stuff I'm working on. Except it's all crap. My goal with this thread is to get better. Generally speaking, I like…
A bit late for the discussion, but did anyone mention the original Bioshock game yet? I think it did a pretty well job with combining the first person perspective with a character and it even did so without putting it down your throat and more by slightly shifting your perspective about the main character over the course…
Well here's the pre-final of the third video I had to do, barring any changes requested from the client and some small personal adjustments I want to make that I'll hopefully be able to squeeze in (make the spline that the cars follow in the intro a bit smoother for the animation, disable the emerging fuels text when the…
Does anyone know why when I expose a color input into sbsar and drop that sbsar in Painter I see something like extra gamma correction? Getting milky. I use default legacy color management . Shouldn't it consider any color input to be sRGB rather than linear ? in Designer the very same sbsar works just fine for example…
I tried changing the albedo pixel format to linear but that didn't help. I tried rolling the version back via a download from the history section of the Toolbag website. Gives me the same version number (4064) and the same errors. The site keeps directing me to 4.06. You can find a toolbag 4.05 download link but it just…
I actually can't compress most of the textures much anyway. I'm doing a sprite style so the colors have to be clean. Every texture uses nearest-neighbor rather than linear interpolation. There are no "soft" pixels in the game, even from the real-time lights. Ordinarily I might have tried mixing resolutions but it may not…