Hello again, Curious what TAOs take would be on Ultimate Workstations for 2 different disciplines* Ultimate Game Art Rig (Artists) * Ultimate Game Dev Rig (Programmers) IOW: Spec your ultimate workstation for either of the above without restriction (to amount, level, or manufacturer) * OS * CPU * GPU * RAM * Hard Drives…
The default shader in Painter uses the Roughness/Metallic method, so your Spec and Gloss are not recognized. You can grab a Spec Gloss shader HERE. Copy this in your C:\Users\...\Documents\Substance Painter\shelf\shaders folder and restart Painter. You'll be able to drag and drop the new shader from the corresponding Shelf…
http://steamcommunity.com/sharedfiles/filedetails/?id=679979317 Here is a link to my Steam workshop thread, its not much of a design since it is a mil-spec weapon, but it still has a catchy look to it. Hope you like it! Sorry bout your eyes :P
Hey everyone, I've been texturing hard surface assets for a while now but still run into the same issue, that especially coated metal surfaces (Anodized Aluminium, Blued Steel etc.) get later on critiqued as not quite PBR correct. While this is somewhat of a problem with Metal/Rough where I am not sure how much to reduce…
Hi guys, I'm doing a toonish fantasy piece for my portfolio like WoW (I'm tired of WoW textures that's just an example), basically as an excuse to demonstrate to employers the ability to do hand painted assets. I feel I should go the low poly route, and just have a diffuse/spec. In my planning stage, I've come up with…
I saw these first GUI images on gamer.nl http://www.xboxarena.nl/images/screenshots/xbox2mainscreen_01.jpg http://www.xboxarena.nl/images/screenshots/xbox2mainscreen_02.jpg http://www.xboxarena.nl/images/screenshots/xbox2mainscreen_03.jpg http://www.xboxarena.nl/images/screenshots/xbox2mainscreen_04.jpg They had also…
Hello! I have a character with eyes that use two mesh layers for. The eyeLids use a lambert shader with an alpha map in the transparency. The mesh behind for the iris/pupils uses a blinn with a normal map to create specular highlights. The Lambert also has a ramp shader plugged into ambient colour for a cel shaded look.…
Hello, I was wondering if other folks are experiencing the same issue. In the 3DO window, when you have a multi-grouped mesh loaded, there is a problem with 3DO picking a random group as it's default when you use display on "plane" or "cube" and displays the randomly selected group's textures. When you click the "refresh"…
Latest update 2/21/2015: Original Post: Hello Polycount. I've been wanting to model a Lambo for a while now, so to start 2015 I will be making a Lamborghini Gallardo Super Trofeo race car: My free time is fairly limited, so it will probably take me a while. I am aiming for sim spec, which means it will have a fully modeled…
Hey guys, Absolutely loving the baker in Marmoset3. It finally replaced Xnormal as my primary baking tool after years of trying out various others. I have a couple of minor issues with the way it currently exports albedo, spec and gloss maps to PSD at the moment, however. Currently, all maps are exported with a layer mask.…