no color values were assigned...it was all pre-substance...those color values would arbitrarily change during my testing, sometimes, green, yellow or blue.
@Eric Chadwick Thanks! :) I ended up using metahuman skin material, which I then edited for my needs. I know it's not the best idea, because Metahuman stuff has so much “bloat”, but for this personal project that I aimed to keep short it was good enough. I edited the material by disabling a lot of stuff and inserted my own…
Yeah stitches are pretty intense in the normal map. I'd suggest normalizing the map if you haven't already, to see how that looks. I made a Substance graph for normalizing normal maps, usable in most DCCs that support SBSAR…
I wonder does it provide any advantages vs substance Designer/Painter . Youtube videos are not very informative or showing something really new , I mean new approaches , workarounds for limitations of adobe software? Something good AI really helping and not just being one more useless toy ? Something to composite 8k…
Looks solid, it might be nice to see also renders with uniform clay material - while you're looking at it you can analyse shading better. You can try to introduce some differences between pieces made of different materials for instance broader bevels on plastic than on metals etc. These are very small nuances but help to…
@5rettski Observation and speculation can be informative but sometimes the best way to learn is to actually recreate the effect by starting from first principles. It may be helpful to break this problem down into it's constituent parts then work through solving each of them individually to build up an understanding of the…
Looks good so far! I think your textures are looking a little bit flat tho, I would suggest adding some linear gradients in there to add some visual interest. You could do a bottom up gradient on the main dispenser, as well as the handle itself, maybe play around with it and see what you can find. Stuff like this is a good…