It's fairly easy to make a node in SD to convert Spec/Gloss to Metalness/Rough.. but it won't be fully automated, though. Basically mash your metal parts from the specular texture via mask onto the basecolor texture, and said mask will be your metalness texture. Invert the gloss map for roughness. Finding the metal parts…
On this kind of material, the blend mode only needs to be translucent or additive, and you can then render it unlit. Put your colour into the emissive instead of the diffuse slot when you do this. The vertex shader shouldn't really be affected after you do this. I'd check your main node settings if something changes once…
Short answear substance can do everything ndo ddo does. So yes you can combine overlay normals for detail passes. Substance does not come plug and play from the get go though you need to make nodes/templates be warned about this a lot people see the samples and think you can work on that kind of template from the start.…
That's pretty neat stuff. Sascha's original approach, and the whole idea of a procedural approach to modeling is pretty nifty. With the right interface/toolset (like something node-based) it'd be a lot of fun to experiment with this kind of stuff and see what the community could come up with. There's probrably a lot of…
Managed to solve the issue in the end. I was able to use the Default blendshape mode and using the mesh inputs menu (Right click on mesh - Inputs - All inputs) I moved the Blendshape node to be above the skin cluster. This way I can pose the face and then add the blendshape without going back to the full corrective pose…
You can use the Normal2Cavity photoshop filter (comes with xNormal) to do something like that (use the EMB mode). Or you could also load your normal map in Crazybump, and create an Occlusion map with a Power of 0, and high Enhance Detail setting. For more info look into Curvature and Cavity maps (there's some info on the…
So just exporting flattened channels with a custom naming, order and hierarchy would be enough for most client? Or would one PSD per output with flattened folders inside it work? We are trying to find the best tradeoff when it comes to PSD export because our blending modes and image/color formats differ too much from PS to…
I figured it out. For anyone who comes across this thread with the same issue In the turtle texture bake settings go to outputs-ShaderOutputs- select custom and custom shader. Under Surface select the render node irlOccSampler1. Then run the bake with the other outputs disabled. I have attached a screenshot of the finished…
Did you try Normals -> Soften Edge? If the problem persists after that, try coming in close and switching to vertex face mode and make sure that there is no internal geometry on that border area. Make sure that you haven't generated any T-shapes when you were extruding. This can lead to shading similar to what you're…
hey thanks for the feedback all! I was going for something a little like an uzi folding stock combined with a sliding thing. I guess it didn't really come off. I've got some plans to address this and the thumb space in collapsed mode issue. I'm at work right now so i can't really touch it :( thanks all for the feedback. It…