Has anyone used nDo convert diffuse to specular for texturing in commercial texturing or games ? Have things turned out successfully I've tried it and the results required alot of clean up work.
I wish to bring my model (Low poly w/ normal and diffuse maps) into Substance Painter, to paint! I started off with Zbrush, making a high poly model, then I used maya to retopologize it and then baked normal/diffuse maps into the low poly. Now I want to use Substance Painter to add some detail. Any help would be awesome.…
Hi guys! I've been in the industry for a while but never had much love for poking around shaders settings and such. So when it comes to properly explain to our shader programmer the kind of result i would like, i end up not being sure if it makes sense at all. What i'm trying to achieve for our stylized game is to use the…
Here I have a shape inside another with refraction on, would it be possible to project this onto just the cube with the complete lighting or albedo export map? I get a red cube if I use both shapes for the high poly and just the outer for the low Or just the inner cube with weird projection (tried skew fix) and nothing…
Hello Substance people! I need to ask a question which i cant find the answer. Is it possible to export diffuse map in linear in Substance painter? Export configuration has only option for greyscale and rgb. Thanks!
Can you please try creating a new Blinn shader and pick diffuse channel in the Diffuse Color slot and normal channel in Normal slot. Increase the Specular of the shader to .5 and set view mode to full. Now if you want to see the normal details only, create a GREY channel and pick it in Diffuse channel.
Hi im trying to to do the matcap to texture thing in zbrush, but im stuck on a stupid problem, i cant seem to get my diffuse visible on the model inside zbrush, its just a plane, and it has uvs, so is there anything special i have to do to make it show?
Am trying to bake the diffuse of my high poly object with xnormal and all I get is red... the lowpoly mesh is wrapped to the highpoly mesh perfectly. can't seem to understand the problem.