Documents = 2.5d (exports as 2d photoshop file) Tools = 3d (exports as obj) There's no going back, depending on what you sculpted (a planar object might be salvageable to a certain extent, but not a character or object). Generally I only save documents when I want to save a viewport size and background gradient range that…
Depends on how many layers you're using. A 4K texture (meaning 4096 * 4096 pixels using 32bit color and 4 channels) uses 64MB of VRAM. So assuming there was absolutely nothing else using VRAM, you could have up to 160 layers at 4K resolution in memory before going over 10GB. In reality though you'll obviously never have…
I am personally so accustomed to all those Designer quirks and puzzles I stooped pay attention already. No sbs older than half a year works for me. 32 bit is not working in half nodes on my side too . Thus half of height blending operations is messed in my old files. Setting pixel processors inside to 32bit helps…
As a fun experiment, I've implemented shadow maps purely with Substance Designer's pixel processor. What your'e seeing here is completely black and unlit, and the ShadowCaster node is plugged up as the Emissive texture. It needs only a baked world space position map, which it then compares against the light source many…
Hi Victor, I believe that Unity does not calculate bi-normals per-pixel, while Toolbag (and Unreal) does. Currently we do not have a setting to disable this behavior (it should match with Unreal, but not with Unity). It looks like there is an option in Painter called "Compute tangent space per fragment" when this is on it…
You don't have to do the chrome ball if you don't want to, the IBL node in mental ray accepts a ball shaped map or a cross shaped map. Spherical or angular in the IBL settings. Looking at a chrome ball will give you less information because the wrap around parts of the image will have less pixels in them so I'd recommend a…
Without TexTools, I would grab all the elements and select specific verts for flat aligning. As they would share the same space, it's just a matter of getting them stacked correctly together, then adjust the final shape of the shell to fit the texture area. Boxes and 90-degree shapes are faster as you can select multiple…
There aren't too many concise answers to this, but I'll try to at least give my perspective. The rule of thumb I used to follow was (as a base) 512x512 of texel resolution for every 8x8 feet of environment viewed in third person. If you keep to a consistent density and you make sure your mips are actually showing you the…
Ok not to knock ANYTHING youve done, but on a gameplay perspective I would work out the basic mechanics and gray/white box everything first before spending so much time on art..if you are going to invest time in art invest it in things that you know will always be used in the game. Right now I see a great hand painted…
Another question regarding the metallic - roughness workflow: In this chart http://blogs.unity3d.com/wp-content/uploads/2014/11/UnityMetallicChart.png it says under Metallic R "this value will always be greyscale" but contrary to this statement the guys from Allegorithmic say that the metallic map should be only black and…