Hi everyone, I am having the following problem: This is my bake in Substance painter The indented gradient shades nicely here. The same mesh in UE4 The hard edges in Maya SP baking settings I also tried baking in Handplane to a 16-bit tiff, with the same result. What could be the issue and is this the expected behaviour?…
Environment art is probably somewhat more in demand but doesn't mean it's easier. Character art is one of the most difficult roles to get into, highly competitive and requires a wide array of knowledge, especially anatomy. Based on your current portfolio, I don't think character artist is a viable path. But at the end of…
Hello everyone, I'm reaching out to discuss a highly technical topic today. It's about the incredibly realistic animations in the upcoming game ILL. I don’t know how many of you have seen the trailer recently, but the way the creatures look like they have actual fleshy skin and their natural posing really caught my eye.…
Ooh. I think I've figured it out. :D I was putting my SSS 'mask' into the Mask slot, however, when exporting from Substance Painter with the Unreal Engine SSS (Packed) option, it combines it with the Albedo in the Alpha channel. Instead of putting it into the Mask slot, and then specifying the Alpha channel, like I…
[ame=" https://www.youtube.com/watch?v=9EbsFRtELgI"]http://www.youtube.com/watch?v=9EbsFRtELgI[/ame] Yeah ... Moved to DX11 with this old scene just to learn some new stuff. It was a good learning experience and the scene received a little bit of fresh air. Now i need to finish key assets for second Enviro and wrapping up…
Yea, I guess we forgot to put em up on the beta page. Here they are as of today: * D3D10-level GPU or better * 64-bit CPU/OS * Mac OS X 10.6.8+ or Vista SP 2+ You'll want a lot of RAM if you're doing big scenes, but that varies so much we can't really set a bar for it that isn't arbitrary. More RAM = you can load more…
Generally... MODO (model, UV, retopo, some sculpting, baking) ZBrush (if there is heavy sculpting) Engine (check that everything looks alright with basic bakes) Photoshop with Quick Save Maps and Combine Normals (still not really on the procedural bandwagon yet with SP/SD/Quixel) Knald (generating maps from any fine detail…
I dunno the universe isn't really suited to FPS combat, sure it uses advanced weaponry but its not mindlessly running around with guns like every other multiplayer game. Perhaps if someone like Kojima suddenly reared his head with SP campaign then I would be less skeptical, not that MGS hasn't been super shaky lately…
Update: I tried to disable Direct X and reset the material browser and set all my normal maps to have just plain materials and I still ran into the same issues, anyone know what else I can do? I was building stuff at first without having issues of hiting ctrl Z when I first started doing my low poly, im about half way now…
Hey guys! Happy to share with you my latest private project It is base on a reference I've found online, it was hard for me to pinpoint hot some parts of the model and textures should look like but overall I'm pretty happy with how it came out in the end. hope you guys will like it too, feel free to give me some feedback…