The difference is a legacy and workflow one. Substance Designer only started supporting HDR formats recently, while Painter supported it from the get go. It is also much more practical to visualize a height map for authoring in the 0-1 space, and although visualizing the height map is not super useful in Painter, it is…
Are you modeling to real world scale? If your 0-1 uv space is 1m2 and your pillar is only about 400mm tall when scaled to texel res then your scale must be off. As for trying to snap all the modular border uvs to the edge of 0-1 you're looking at it the wrong way. With tiling textures you take advantage of the infinite…
The best FREE source that I know of would be here. http://www.metmuseum.org/art/collection/search#!/search?q=armor&sortBy=Relevance&sortOrder=asc&offset=0&perPage=20&pageSize=0 But you have to deal with the awkward navigation and images don't always load. And not every thing is in the same sections. Using their categories…
[ QUOTE ] sorry for the bad english , im french [/ QUOTE ] No problem, we love the french! There are even a few frenchies here on the board who could probably translate any particular problematic questions you have. To start off with, you might want to check out my website, www.poopinmymouth.com/tutorial/tutorial.htm Start…
I know iRiver used to make good ones, but that was a few years ago and I haven't really been keeping up lately. They seem to have some nice ones available for some fairly decent prices on NewEgg similar to what you had with maybe a few more capabilities. I didn't know a price range, so here is a search on iriver products…
yep, grievances have been registered. and like i said in the other thread (that only a few of you apparently bothered to read), i admit graphic design/web design is far from my strong point. but these things don't design themselves. polycount is moving forward, we're not going back. so if you want to have some constructive…
Ironic, that the post right above this one (as long as it stays at the top of the forum, which won't be long) deals with just this question. http://boards.polycount.net/showflat.php?Cat=0&Number=81058&an=0&page=0#Post81058 Specularity is the light shining off an object. It's a faked reflection. With a black and white spec…
Try using the very first uv channel (index 0). In Unreal, tangents aren't generated for all uv channels by default so anything other than index 0 will show wrong. If you must want to use other uv channels for normals, there is a node to generate tangents for them. Its a material function, called derive tangent basis. You…
I've seen this bug in Maya LT 2016. There is a scriptJob that runs which tries to add newly created components to the isolation but it fails hard at doing so correctly. Try running this script: [code] setIsolateSelectAutoAdd("modelPanel4", 0); setIsolateSelectAutoAdd…
I'm 6 shades of confused... 1) Where is the live area the 0-1 space in those images? 2) Which tank tread thread? 3) Are you trying to flip the tile outside of the 0-1 space or flip the UV shells. 4) What app? 5) Other then the red outline I don't see much of a difference in the images? 6) Anything that hangs outside of the…