You don't need to necessarily go back into Substance Designer and make your own metal. It's my belief, for this, there's enough free materials online and already loaded for you to make something. Buck up and finish texturing everything. Commit to just getting as far as you can, and then we can take a look at what you can…
Hi alex, some times we have to adjust a little bit our high poly mesh (before ssmoothing or subdividing it). When you smooth it,it always becomes a little bit smaller in corners. So if you move those vertices a little, when you smooth it it will be in a good position. In complicated objects like this we have to move the…
One more thing. The 'blue tic' you are saying is not in the metal, it is the reflection from the sky. In general you might see this having 'problems' with color but it is just the environmental reflections
This isn't ok. It got all cloudy instead of looking like a brushed metal. Do you see the metal as cloudy in the original concept? Or do you want it to be cloudy?
Yellow circle is anti aliasing. Either you haven't apportioned enough texel density tos mooth that out or you need a higher resolution map. Blue circle issues, did you separate the UV islands in that area along the edges where hard edge breaks occur? If you separte those edges and give those particular UV edges some space,…
You can automatically combine normal maps by baking by Mesh Item in Substance Painter and having your high and low poly objects properly formatted. Have you tried that?
Sorry for the quality, i am in a crappy laptop with no mouse and i only have MS paint. From a technical point, you have many errors in the way you build your model. 1) your main part is only 1 piece, so when you want to bevel edges, the edge loop goes ALL AROUND the model = extra geometry.All the green lines i made, show…