My intent with this next project was the following: - Learn to properly use Zbrush to sculpt a high poly realistic human head - Learn to retopo head in 3ds max - Unwrap head in 3ds max - Texture in Substance Painter - Learn to use Substance Designer for any material I needed - Learn to use Marmoset toolbag to display…
This project is based on Jourdan Tuffan's Esbatuan Architecture. I made this in order to become more comfortable working with a trim workflow and trying to reduce the amount of hand-textured assets in a scene. I heavily relied on Silke Van Der Smissen's dissertation on material layers and highly recommend it for anyone who…
Over the past few days I've been playing around with Substance Designer 5 which I haven't used before. I'm fairly happy with the flooring substance I created, here's a screenshot of it in Substance Designer.
Hello all. I'm working on a small asset piece over the next few weeks (senior university student on winter break) in order to learn better/new techniques in zBrush and to jump head first into Substance Painter. I have experience in 3D-Coat so I can't imagine the leap to Substance Painter is too far. I'll be documenting my…
Hello all! Now i'm modelling the M320 Grenade launcher and i' ve almost finished with hipoly model and lowpoly model and now i'm preparing to make UVs. And before doing that i need some clarification in a couple of questions. 1. How to deal with normal maps? If i'm right then i need to: | make different smoothing groups…
Its taken a bit of time to texture this weapon, using substance for my own project for the first time could also be an factor why it took me some time. But by the end I really don't see any advantage of using Substance Painter over Quixel's DDO. If anything I suffered way more lag than DDO and the pain of not being able to…
Hi CrunchieNut ! When we started texturing we decided to make a bunch of tiling materials such as : - Marble white, black, green etc - old copper with decolorations - old bronze - red carpet Starting from a map in photoshop we make it seamless, create the base Spec and base Gloss then go into DDO and create our custom…
Switching to DX11 does work! Open GL is a no go. Thank you! Now that I have it working, I have some feedback :) : I initailly assumed your shader was using the Disney BRDF (Unreal4 style) PBR. It took me a bit to realize it, but yours is using the Specular/Glossiness model correct? I believe this is the one that marmoset…
Bodypaint can go either way. Funny enough, I started using Bodypaint precisely because it had 2D projection mode. I find that "true" 3D painting doesn't really work for me. The brush skipping across seams is a pain. Also painting very low resolution textures (like 128 or 256) with actual 3D painting is a pain in the ass,…
Max's RTT tools have gone to shit, they where never all that good to begin with but now that they've ripped out mental ray you can't bake half of the maps that you previously could and they aren't anywhere closer to allowing you to bake other maps that you need. To top it off using RTT leads to garbage collection and…