Try paying more attention to the loops of the face, right now its pretty much a linear quad mesh extending from the mouth, resulting in a lot of excess geometry. Try heading over to the polycount wiki page for facial topology, it has a bunch of lovely reference.
Nice stuff. Here is a scan i just processed: https://puu.sh/r0VJS/496dd48fa9.jpg Blending a few textures is simple, but it seems like it gets a lot more complex once you want to make it a non-linear blend via height-maps.
If you're exporting 16 bit maps to ue4 this will happen. Ue4 assumes the maps are using linear color space and applies a gamma curve to them. Add pow(1/2.2) after the colour maps (basecolor and emissive) to bring them back into the right range.
you should hook your gloss into the alpha channel of a linear interpolate node, with a low value of 8 and a high value of 256. your node should look like this: a: 8 (constant) b: 256 (constant) alpha : glossmap plug that into your spec power.
This is now easily doable in Substance Designer 6 with the new curve node. ;) If you want to do it in SD5, there are two ways : - Create your gradient, linear. Add a gradient map (grayscale) on top and enable the "interpolate mode". - Via a pixel processor with the following formula :
This is looking amazing Ed :) You've captured the lighting and atmosphere perfectly and the assets are great. My only crit would be that the silhouette of the hut is very linear and CG. It may be worth breaking those lines or making them a little irregular at least? Anyway cool work :)
"shadowrun" cyberpunk in general needs a proper defining game outing it might just as well be a good mmo :) also "leon - the professional" although id much rather have that ip to do a free roaming but mostly linear awesome single player campaign game.
Hey guys, I only started using Substance recently and came across something that is confusing me. In this little test I have created a 'Gradient Linear' to simulate the input of an angled 'Height Map'. I would expect this to create a gradient normal map. But its coming through flat... Anyone got any ideas?
Did a quick rig and poses! I think preserving the super angular style when deformed would take a lot of clever skinning/corrective blendshapes. I might move on to another project instead of fussing too much more with it. Will probably pick some poses and manually clean the geo so the deformed areas are super linear and…
You can target mocap to blendshapes if you are good at solving systems of linear equations. Look into singular value decomposition. Just a heads up, you aren't going to do this in motion builder without a lot of programming. Such a method also works for joint based facial rigs.