Generally, the approach with AO will depend on how good the lighting systems are in your engine or target renderer. * AO should be typically applied with a secondary texture and not baked into albedo (or other maps). This allows the engine to multiply the AO on ambient or indirect lighting pass only. AO should not multiply…
Hey so I have some questions and I'm interested in a general question on the topic. So I've been working for a VFX house now for about 2 months and we are integrating the Substance suite into our pipeline, of course some general testing needs to be done before anything is set in stone and this becomes our preferred…
About the Project: Space flight simulator utilizing Newtonian orbital physics, procedurally generated universe, and real-time surface-to-orbit transitions. Go from below ground on a planet to a station in orbit without a loading screen. That's what's done so far. Generated planets have multiple biomes, ocean physics, and…
Reminds me of Duke Igthorn a bit. For your first ZBrush sculpt, this looks pretty good. Some wrinkles like around the eyes are a bit messy, but nothing major. This is somewhat subjective, but the style is a bit in between worlds. You have that one hard edge along the length of the nose while the rest seems to be more or…
Hello , I managed to get past some problems and I started applying materials to my scene object, now I added a thick scratched painted metal material to my wing object and all looks awesome apart some strange lines , the AO map looked fine and had no problems . The only input maps I added are : AO generated in Xnormal…
Hey! Since a lot of people around here are actually professionals, I wanted to ask about the current videogame development in general. It seems to me like the gamedevelopment scene became something like hollywood. Franchises are done to death, everything that used to be somewhat good in the past gets a sequel (usually with…
A new texture generation program now in open beta After a year of development, Knald, a new program for texture map generation, is in open beta. Developed by Polycounter Andy Davies (metalliandy) and his team at Knald Tech, Knald is the world's first GPU powered solution for generating high quality texture maps from any…
https://gumroad.com/l/KUdgc Had a quick idea for Substance Painter. A .sbsar that converts any B&W mask to a mask with alpha for use in paint layers. Great for layering on scratches! Demonstration below. With Stone Alpha-izer :) https://i.gyazo.com/88070e90a6b4cacc425b895adae5d0e7.mp4 Without Stone Alpha-izer :(…
You Can't Take It With You was a dungeon crawler that didn't quite make it out of the planning phases. It's big twist was an emphasis on generational dungeon crawling, where you go down once, collect as much cash as you can and then leave forever. The next person down is actually your son or daughter caught in the same…
The result is looking really good! I'm curious about the light profiles to generate light/shadow information for each angle. Wouldn't it be possible, as an alternative, to draw a height map of the character and generate the light profiles from that? Maybe worth exploring? I think such a feature could be a time saver for…