@Fabi_G Thanks a lot! I'm not really sure about the normal map. Substance plugin auto sets the maps up and did it with bump node which I felt wasn't working properly so I plugged the normal map file into an ainormalmap node and set it up like this: And Uvs: I did much of them as UDIMS so I could have larger islands and…
Hi! Its looking better, really nice progress!. I think your fog is way too intense, its drowning out a lot of your details here. Its hard to find the right balance but I would say keep messing around with it, you want it to add to the overall composition of your environment, right now its taking away from what I thin is…
So I've been into photogrammetry for a few years now and have been slowly upgrading my equipment to the point where I feel I'm ready to show off some of the results I've been getting. I got myself a color checker a few months ago and definitely realized that was the missing puzzle peace. Now all my scans can be blended…
So the current project I'm working on, in UE4, has encouraged me to rethink everything I know about PBR as I'm needing to create dynamic assets that work in the blackness of space as well as well lit hangars. Some basic questions, 1. Should lighting be built around PBR or PBR around lighting? For instance, is there only…
I have spent the last two months working on a big project - modelling, UV mapping and texturing my assets to later import into Poser and Daz Studio. I am new to content creation so I am still ironing out the process of my pipeline and learning a lot on the way. I'm presently texturing the first batch of 10 assets and I…
Hi musashidan, if both baking software and renderer compute the normals using mikkt, I don't think export tangent and binormal of the mesh is necessary. Quote from Substance Painter Documentation: "When using Substance Painter maps with UE4 where the normal is baked in Substance Painter, it's best to use an FBX that does…
Surprise! last weekend I decided to create a secret project, so that I will be able to learn Substance Painter Scuplted: zbrush Retopo/UV/Render: Modo Green Fog: Photoshop Textures: Substance Painter I took inspiration from the digital tutors tutorial "Introduction to Substance painter' and "Worms" The video game. Overall…
Honestly i really think using substance designer and having the lip color modified based on an exposed parameter in the resulting substance would be a great way to do that. They could realistically produce any lip color at all with that. Substance Designer isnt free, but it is worth every bit. Of course i dont know what…
Hi Wes, I've just started working with Substance Designer and find it extremely versatile. One small feature I would really like to see added would be the ability to automatically generate the material icon using Substance Designers 3d material preview model (the one shown in the attachment); to enable users to easily…