lol, if i showd you the textures youd laugh at me. they very simple. mostly everything was planar mapped. except tubes and cylinders of course. material consisted of a diffuse, spec and bump. i put a few pieces of geo on the same unwrap to keep the number of maps lower. but yea, since everything is rather flat, i used…
Hello, I would like to ask few questions about three maps which can be baked in Substance painter. I was trying to search more informations about this but i am unfortunately not able to find how are this maps generated. From what ? Lets say that i am baking these maps just low poly to low poly , no high poly. How is…
Thanks a ton for the feedback, both of you - I really
appreciate you taking the time. I will respond to each of your points
separately below: Really appreciate the thoughtful sculpting advice! You’re absolutely right
about pushing the secondary forms. After reading your feedback, I went back and
deepened the wrinkles,…
Great feedback, thanks! This is going to be very helpful. Some of the things you have mentioned I have not gotten around to modeling yet, and some other I have planned to do in the normal map. By milling on the receiver you mean the lightening cut on both sides? Should be easy to fix. I'll get to the other things as well.…
Hi I'm currently having some problems with Substance Painter I've not had before and they're really confusing me. I'm not sure if this is dependent on the size and scale of the high poly mesh(es), but whenever I try to bake my AO, Thickness or Curvature, I keep getting an error saying 'High poly mesh didn't fit in GPU…
Hey guys, I have been working on a Ka-Bar combat knife which features a long blade. In order to get the most UV density I cut the Blade UV in half and would rely on tri-planar mapping in Substance Painter to get around the seam. I applied smoothing groups to UVs and baked. I don't get any visible seam with the textures but…
Hello there. I know there was lot of similar topics and i read a lot of them (I really did :) ). Also checked out a wiki articles about normal mapping but still can't solve my problem. I did a test bake and in the first look the model with normal map looks fine. But if zoom close enough there is a seam where UV shells…
I'm in the process of working up some modelled assets for a prototype but have hit this wall with how UT3 handles smooth groups on imported meshes that I can't figure out (it makes no sense); models are created in Blender 3D and exported out to fully functional ASE models with correct UVW mapping and materials applied.…
hello i have a problem when displaying normal maps in 3ds max 2013 i tried xoliul and 3point shader, both give the problem i think it is being gamma corrected, i read a few threads and they all said that but my gamma correction is of enabling also doesn't help when i export it in unity, or open it in max 2012, it displays…
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