Hello all, I wanted to share a Houdini OTL asset I've made and am testing out for the beta release. It also needs Substance Designer. The FREE VERSION OF HOUDINI (Apprentice) works FINE with this and the hair system isn't too hard to learn in 20 minutes. "https://www.psynema.com/houdini-procedural-hair-cards-game-meshes/"…
* make a rectangle and two cylinder subtools * copy the rectangle subtool horizontally 6 times * use the elastic deform or geometry deform tool to bend the cylinder subtools into wiggly lines that alternate going over and under the rectangles * copy the cylinders about 15 times vertically * use geometry deform again on the…
Model, unwrap, texture repetitive stuff like doors and windows and make them floating geometry then just box out and do house walls and roof, slap floating shit on it and that's it. Make it into atlas with enough free space for unique features you need to add latter and go go go. Do not forget to sleep as well otherwise it…
HELLO EVERYONE , i have an issue when baking on marmoset, it does nothing. makes an output file but it has no information. I opened in photoshpo and it looks like this here is the scene in marmoset high and low and of curse i enabled de view texture I opened other scenes and the bake works, and the same face in substance…
Im working on a character and he has a cavalier hat so I need to make a ostrich feather to go with it. How would you guys tackle the thick and flowing feather? I was thinking of having cards come off of a tube of geo that acts as the shaft with my transparency maps on that. photo for reference edit: Im doing this in maya…
could someone in their spare time make something similar to the image below just so i can see what different and better ways there is to create something thats going to be up close. ive used vray and 3ds max with vray displacement map and bump map along with reflection map. here is a reference image here is my attempt
Hello everyone! I cannot figure out the issue with polygon edges being seen on the low poly after baking. Here's the high poly and low poly models (Blender). These are the seams and sharp edges that I have now: Once the baking is done (Substance Painter) and a simple layer (just a color or a variation with roughness…
Hey, so I would like to make specular in my material which is reminiscent of a CD. What I mean by that is Id like the specular to have a rainbow-like effect which splays out from the specular highlight. I don't want the specular highlights to be lines going toward the center like they do on a CD, I merely want the effect…
I ran into this problem while trying to make animated dance floor patterns for the nightclub level. At first I thought about using Substance Designer for this but its animation tools are mostly not documented and pretty complex from the look of it. I've downloaded a pack of animated noises, mixed them, got some decent…
we are looking to make a 4x4 km bit of terrain, preferably generated. what tools do other indies use/would use for this application? I have my eye on world creator at the moment, is this what we should use?