I had this same problem!!!!! But I got it to work, and it's awesome because you can use the vertex paint interface. Here's a quick tutorial: 1. Make a box. 2. Go into material editor and in the diffuse slot add a vertex color material, then apply it to the box. 3. Add Vertex Paint modifier to the box. 4. At the top of the…
Oh also... when I searched the forums for "moss" it turned up a reply to someone's art that had a link to a breakdown by one of the Naughty Dog artists. https://www.artstation.com/artwork/4965R1 He doesn't talk about the moss specifically, but the rest of the page is awesome and well worth taking a close look at. Plus…
https://youtu.be/HAOV--DuIxM Hello Poly count, My name is Nate and I've been dedicating my life to The Adventures of Comik. This project has been a dream of mine for the last 10 years and official development began early last year (albeit, various iterations have been developed long before). The Adventures of Comik is a 3D…
Hey everyone, I am trying to Bake my low poly Chest asset with a high poly mesh. I triangulated the mesh and shaded everything smooth since there are no super hard edges and exported everything as an FBX. After loading them into substance and attempting to bake the high to low I noticed there are a couple faces on one of…
"I still don't understand how I can take a finished DynaMesh sculpt into Maya for the texture maps & retopo. If anyone could explain to me their zBrush character process, that would be much appreciated. " Hi. You are making the problem a lot more complicated than it needs to be by thinking of the pipeline this way. Of…
Banging my head against the wall trying to learn how to do normal maps correctly. My current workflow is: Move overlapping UVS -> Triangulate mesh -> bake -> move back overlapping UVs and export into Marmoset. Here's what it looks like from one side: And here's what it looks like from the side that had the overlapped UVs…
Hello all, I'm currently modelling a barrel, and am having great difficulty achieving a clean normal map bake (without waviness) on the cylindrical rims, especially the larger one at the top of the prop. Here's what the issues in the bake look like (Substance painter 2): I believe this issue is the result of a difference…
Greetings! This is my first time making a model that will utilize morph targets, and it seems that once I set them up I won't be able to easily touch up the model since verts can't be added or removed, so I'd better get it right at the beginning. Not only that, but the base model is to be androgynous so that it can be…