That's probably something best done when polygon modeling your base mesh (be it with ZModeler or in an external app) IF you want this to actually folded around, double layered material like in real life. However, I can't think of many cases where that would be necessary. So if you want to solve this with sculpting, then…
Day 14 Texturing workflow established. After some research, I finally decided to use the same workflow as Epic Games used for Paragon. I tried to use layered material system (spent one day for that) but then saw that currently this system is discontinued (things may change this year or may not), so I didn’t risk to use it…
Hey guys, thank you so much for the amazing feedback. Really glad you guys are liking it as much as I'm enjoying working on it. @Ged - Yeah those materials are looking a bit flat! That was one of the first materials and I want to go back to it, it's a little messy. I'm just blocking out all the materials at the moment, I…
Nice! Remember, the thickness also needs to be on the grid, and the heights of each of your pieces. It's important to try making a whole building with your modular set, to identify weaknesses and omissions. Plus it will help sell the set, by showing an end result. Have you thought about textures and materials yet?
Quixel Colors 1.2 script does not work right in 3ds max. When I apply the same material to different parts of mesh objects one by one then it creates additional sub-material instead of instancing of existing material. Another problem is that final Multi/Sub-Object material does not keep names of applied materials. Instead…
This is so odd. So what i want to do is make a Polygroup in Zbrush then export it into blender so i can Hand Unwrap it, And then Assign a SINGLE MAT to it, so when i open Substance painter ill be texturing on one material and being able to CRTL+RM to assign material easier. ISSUES are Zbrush options are "Export Polygroups…
OneClickSkin - New Smart Material that instantly textures characters with full PBR skin, including specular and scattering maps and fully procedural substance-native regional coloring for natural skin progression and detail. https://youtu.be/NozzQj7jceg https://markvano.gumroad.com/l/OneClickSkin
Ahh in that case, it gets difficult. The reason I don't think it will work is because quite mode is very specific to what triggers the error. In this case I don't think quitemode has an option for export (you're exorting right?), but the render "missingExtFilesAction:" might work, but I doubt it because its not triggered…
I was hoping to find some consensus relating to material management in a project setting in regards to the texturing pipeline. This might be a long post so I hope you like text. I'll put a TL;DR at the bottom. At my current studio we are working with a large volume of tiling textures (hundreds) for use with buildings and…