Hi! IThis is my new material for Substance Painter. With it, you'll be able to generate a set of game ready textures in a few mins. It uses polypaint & other baked maps as input. You can download it freely from here: https://gum.co/P2M Video demo of the latest version ReadMe:[spoiler] MENU STRUCTURE: ***Basic material…
well, i checked out some of the dragon files from skyrim, and has a 1024*2048 texture, and he's pretty detailed! it's making me think i should stick to a 2048 for the whole thing lol. i'm a little confused as to what each map does though... he only has two files, a diffuse+alpha, and a normal+alpha. i'm 99% sure the…
In agreement with everyone else so far, the normal mapping, and low poly model are good...but the diffuse/specular map detracts from it. Its something I've been seeing with a lot of current normal mapped work, that the textures end up looking more like plastic than skin. Try not to have the normal mapping and specular do…
Have you tried an AI upscaler yet? This sounds like the perfect method since your graphics already exists but are just a bit too small. It might add the detail that you need without the need to redo the graphics from scratch. There are online services that allows you image upscaling. Also free ones. It must not be Topaz…
Well. it's a common misconception, really . It's how you imagine it in your younger years selling your best works thinking you can always do better. I recall a professor in art school told us what we do now and few years ahead may well be the best we would ever do and I thought no way. Now I find myself asking chat GPT how…
This morning I decided to re-paint an old asset I created for an in-class project, sort of to judge my personal growth over the last year. The Project required the model be under 800 tris, and using 1024x1024 maps. I reused my original model (780 tris) as I was mainly focused on texturing. Originally, I only painted a…
In one form the lightmap could serve as that. The lightmap is an unwrap, independent to the diffuse that serves to hold b/w information which get's applied (I believe it get's "multiplied") to the diffuse. That b/w information comes from the lighting setup. If you run an AO light setup, you would get AO, but if you put it…
GLOSS/ROUGHNESS: these terms are interchangeable, all they do is determine the "microsurface" of your material. neither is more or less "pbr" than the other. DIFFUSE/ALBEDO: these terms are also largely interchangeable, the reason why they're named differently is because an oldschool diffuse map will typically contain some…
Update 1.2 Fixed some more typecasting issues Toon and LitSphere update - now they multiply by the diffuse texture - you can modulate the amount of diffuse texture by changing the diffuse color value (0-1 B&W only, no tinting). The multiplication operation of the toon ramp and diffuse texture looks best with a greyscale…
When I load up the editor everything is fine. If I pan around or switch to immersive this is what happens as I zoom towards an object: I'm zooming in at three stages here, the red books only have a diffuse texture. Close up (bottom part of image) the correct texture displays, but once I move away (top part of image) it…