Hi! I'm having the problem in 4R7 that my model is shown as flat grey. I've tried color>fill object with "M" or "MRGB" checked, and I'm rendering in "Preview" mode. In my subtool palette everything seems alright. I've attached a screenshot:
I'm trying to create an animation that starts and ends slow but the center is going pretty quickly. I have a white bar that will be an emissive, and acting as a beam of energy going through a static mesh I have set up. It'll travel from one end to the other starting slow, picking up speed quickly, then slowing back down…
Had to necropost... I have no clue what I'm doing in Substance Designer... how would I set that up so I can import it into Substance Painter as, say, a Smart Material?
I have two IDs I need to texture, one for the body of a flashlight, one for the glass. I can't figure out how to switch between the two. Any idea? Thanks!
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I know there is a ID map in substance painter, but it seems like I have to paint whole mesh only on a single texture... am I missing something????? How can I paint a mesh with multiple parts? ( one basecolor texture for head part, and another for body part.. etc..)
I figured someone might have this already laying around, don't care if it's in your portfolio, you retain the rights. Need albedo/rough/spec/normal maps for something similar to this shake roof: http://www.myinkblog.com/wp-content/uploads/2012/11/URTC01_thumb.jpg At least 1024x1024 Not stylized Prefer beaten look Send me a…
Hey to all, I was wondering if in UDK you can project a texture on an animated model (skeletal mesh) without world based variables and distortion on the texture projection. No need for a solution, just curious if it's possible.