For a "big" displacement you should use Height (Displacement) map but you can increase intensity in Normal node https://substance3d.adobe.com/documentation/sddoc/normal-172825289.html
Dang, these PNGs take forever to load. You may be missing out on feedback because people are bailing instead of waiting. Some tips on making things load more quickly: https://polycount.com/discussion/172555/waywo-usage/p1
This is nice, great job capturing the concept. Can't help wondering what it would be like with a bit of realtime lighting to show off the 3D shapes? Have you thought about lighting it? Like the bolero hat for example, it would be awesome to get across the feeling of the black felt.…
From the resources you've sent, I also really like this one since it's about keeping focus and negative space, decluttering. Really nice read: https://polycount.com/discussion/177913/improving-readability-in-composition-01 I'll take a look at the others soon as well, thanks !
I just switched back to a tower, after using a 3D laptop for the last 5 years. As a freelancer it was nice being able to bring a laptop to work onsite with a client, but that's about all it was nice for. In every other situation it was a poorer solution. The biggest drawbacks... 3d laptops drain the battery very quickly,…
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Thanks! I'm just trying to know why settings are there and what reason someone would use non averaged. Why doesn't painter just remove the option all together? I know if you have a cage the option is grayed out and I would have to make sure my cage is averaged manually otherwise it would bake as if it was non averaged.…
There's at least three separate types of baking artifacts present in each of the examples above: * Pixelation / jagged aliasing in the normal textures. * Bright highlights around UV seams and hard edges. * Dark shadows around the inner and outer edges of shapes. * Wavy edges around around the outsides of the cylinders.…
I've been working with a friend on a trailer for our little demo (& fan) project "Star Wars - Redemption", nothing official, it's really just two guys loving this universe since childhood =) Animation is fully done on akeytsu (except a few points like grass or VFX), render was made using Unreal Engine & Marmoset Toolbag 4…