Hello all. There are some difficulties in studying substance designer. I wanna make linoleum or engineered wood veneer flooring textures. The thickness of the line(joint) between the planks is the problem. already minimum number of joint, but when I apply to the UE shader, The joint is too noticeable. It is a 3d view in…
Hey guys, just going to use this thread as a dump for any 3d assets that I develop for my current game. The game has no name at the moment. I can give you an idea as to how it'll look and play by telling you that it is similar to Sim City, but in space :) I have been programming away for days, trying to create a…
http://www.igda.org/articles/erobinson_crunch.php Great article from the latest IGDA newsletter. My favorate quote, and the one I have found to be true first hand. "They (managers) crunch because they have learned only the importance of appearing to do their best to instead of really of doing their best."
Doesn't have all that much to do with whether a texture is tiling or unique. Textures are just images. For a long long time Photoshop was the best available image editor for our needs. Besides painting directly onto an image or manipulaitng photos into a texture it allows you to do a lot of automation by clever use of…
[moderator note: this was originally posted in a new thread; it has now been merged into the larger discussion] If admin/mods want to more clearly clarify which specifically you are obviously more than welcome to "fix" the title: Feel like he is still kind of kissing arse but to each their own thoughts.…
Have you checked, that the basemesh is added into the first socket of your Wrapping node? It is recommended for quick computations, that your basemesh has not more than ~30k polygons since the more polygons your Basemesh has, the longer the computation time is. According to the developer, a 100k basemesh might take up to…
Set the size of your first node imputs (the first node you pluck your bitmaps into) to "absolute" or the size of your project in general (just double click on the empty side of your graph, top right is your size options) and change the resolution to what you want, e.g 1 or 2k. What is the size of your project? A good thing…
I don't think I've ever had that error, but I've seen many new users come up with a variety of bizarre problems and it is almost always a result of user error. If you don't know what's going on then it's easy to do things that Maya doesn't like and that crap builds up over time and can screw up your scene. Keep your…
Stupidly, yes. Guessing they're assuming the gloss value will stay relatively well compressed in the alpha, with AO getting next best compression in the green. Metalness doesn't need that much to it, so it gets next best in the red. I've had to hack the Standard shaders to use RGB rather than RGA and that's a real pain now…
that's probably where i'd start - simply don't include the water There is/was a node for testing depth behind a surface that looks like it's specifically intended for this purpose on (probably) 5.2. I cant remember what it was called but if you search for depth in the materials nodes it should come up