Another thing to note with substance is you can often completely change UVs when needed, and just rebake the mesh maps and most of the work you do in painter transfer to the new UV, this is because https://docs.substance3d.com/spdoc/uv-reprojection-28737554.html
"For example the cyberpunk chars https://3images.cgames.de/images/gamestar/287/cyberpunk-2077-gangs_6113512.jpg" Well ... what precisely do you think would cause problems there ? Most everything on these characters would probably behave nicely by simply transferring the weights directly from a base naked body and smoothing…
Quite the contrary... https://polycount.com/discussion/184167/development-log-building-a-complete-car-from-scans-vr-game-dev/p1 The author's scanning setup:(Note a few years old, may've upgraded since then) http://www.digitalmistakegames.com/2017/07/30/280/ OP, yes of course entirely useful but I'm afraid for the…
Heya! I've been doing some material doodles in Substance Designer. Rendered in Marmoset. :) I've been doing much more of those, having a lot of fun with the stylized stuff. https://www.artstation.com/artwork/XngBa0 https://www.artstation.com/artwork/28lwVa
It's been a long time... Over the last month I fixed the high poly, baked the model dozens of times and created several texture versions. But thanks to the feedback from Maren Gerbach (https://www.artstation.com/mareng) I'm really close to having a new piece for my portfolio: Polycount: 14.141 (crossbow), 4.848 tri…