+1 instant give away too. at sp stuff like that is usually generated in ndo. fast and returns results just as good as making a high poly without having to spend the time making it
That absolutely explains everything! Waiting for the gtx 10 series release here in India to work on 4k textures in SP. If it can run 4k fine, then I will immediately buy this beautiful software :smile:
wow really good man. If i have one thought, it would be to make his skin a bit more scaly (sp?) dont over do it, but just in a couple places might be nice
This is coming from a generator using a triplanar filter. You need to make sure your position and world space normal maps are baked in 16bits, which should be the case if you baked in SP.
Pele wouldn't have lasted five minutes at the kind level football is played at today. I would give "the greatest player of all time" medal to Ronaldinio(sp?). Fun text too.
I'm kind of at a loss as to how to approach a transparent object in SP. Is there a checkbox I need to tick to allow transparency? Do I need to have an alpha channel assigned to one of my maps?
Hey, I'm currently working on this personal project and I really want to get the texture identically (if possible) to the concept art I'm using Substance Painter for texturing but I have no idea how to start this since I really want to get as closer as possible, which shader inside SP should I use ? or is it about the…
I'd suggest trying out Marmoset Toolbag for baking... I was urged to give it a go by coworkers and all the issues and manual cleanups I had to do in SP aren't a thing anymore.
I have SP and still use xNormal. Looking forward to 3.20... But yeah, getting through those earlier years without it would have been trying to say the very least.