I wish they would have a bigger focus on texture editing. like being able to simultaniously an procedurally kind of like allegorithmic's substance. being able to visually code a shader-like algorithm and feed it a texture and get a texture set (spec, diffuse and normal) out is pretty useful.
Hey all, we just launched a new 3D art contest and this time it's about vehicles! Nothing beats a good old road trip to enjoy a week end to the fullest! On this Saturday, July 18th 2116, what would be your ride? Would you be driving among the ruins of our pre-World War III civilization, hoping not to come across a group of…
I'm familiar with normal map baking for UE4, and I had to understand at my expenses the importance of synced workflow when making tangent space maps. What xNormal algorithm does Unity use? Assuming xNormal can't, will handplane do the job? Thank you very much, any help appreciated
We are currently looking for a technical artist to collaborate with our product designers, sales and support teams on various internal and customers’ innovative projects in Paris, France! ROLE * Create digital materials for both offline and realtime purposes * Mix scan and procedural substances to create hybrid…
Hello guys, as the title said, can we have ZBrush's PUV or AUV or GUV algorithm inside modo? basically mapping each face to be small square and fill in entire 0-1 coordinate. It's for a UV2 light-mapping purpose. It's a very time consuming to mapped lots of small unimportant area (example; the thickness face of extruded…
Creative boredom at it's finest :poly142: Is the shader to be added to.... Program Files\Allegorithmic\Substance Painter\resources\shelf\allegorithmic\shaders ? Cheers, ~Tung
That's a title and a half and I think this is my first personal work-in-progress thread here, hello there! This was supposed to become my entry for the Allegorithmic Road Trip contest, but I ran out of time (and skill) so I turned it into a learning project. My goals for this are: * design of a fictional vehicle (this I…