I wouldn't recommend doing that kind of stuff in Substance, but rather in the engine it's going to end up in. You're trying to replicate something that already exists elsewhere anyway. It's only really worth creating a custom shader if you are doing tons of these (say cars for a racing game).
Yes I read about that and thought my code covered it... I'll have to check again. Then again, it should be easy to replicate by just rebooting Max and trying to run the script without doing a prior manual export ? That's never gone wrong for me when testing.
Hey Pudding, I'd suggest looking at a lot of reference while modeling, and just doing your best to replicate what you see. Get your large forms & proportions correct before moving on to any detail. Always work big-->small. Keep it up!
Bravely Default is one of the very few jRPG's I'm actually looking forward to. The game looks beautiful and has the charm of SNES and PS1 Final Fantasy games, that SquareEnix had been failing to replicate. I really hope that we'll get US and EU releases.
I've been using K_MIrror for some time now, and I find that I have to take the object out of a group, otherwise I get that effect. I tried a few ways just now with regular mirror and can't replicate that behavior, but that's my only suggestion.
tape =/= personality you don't have any kind of localized wear on it, so right now it's looking like the very beginning of a texture. you have the opportunity for some really cool materials and wear on this gun, so really try to replicate it. http://www.pixagogo.com/3709284139
My only suggestion would be to go and gather picks of molten meltal, and try and replicate the look. You will also want to figure out how the heat is moving. If its hottest at the finger tips and cooling as it climbs the arm, then, that is the way you should paint the heat gradient.
Been experimenting with the rock texture and find it too chaotic/organic to replicate procedurally. If anyone can demonstrate how to get the rock layering right in the heightmap, I'd be glad! Anyway he's Day 1 attempt of Week 8. Looking too soft/sandy IMO.
Cool Stuff! I have always wanted to replicate this kind of look but failing badly at it. So quick question really- how to get a look to something like this? is it all in the texture (hand painted I assume?) or is it with just how you render it? or a bit of both? Thanks :)
http://youtu.be/LRcwHG9F0OA Been working on trying to replicate Alice Madness Returns hair physics in Unity3d, this is what I've got so far. Nothing is baked, 100% Dynamic! You can grab the demo scene here: http://www.mediafire.com/download/8hw860c5ac6lnab/Hair_test.rar