Hello Polycounters, I'm experimenting with some texturing workflows in UDK and was wondering if I could ask a couple questions as well as get your input on the following: I have my uvs for a number of objects set up the in the following format(using multi-tile textures): The closest I have come to figuring it out is using…
Yes, and that's exactly what I want to do. My goal will never be low-poly production for games or animation. My only aim is the production of 3D hard-surface, and later, organic and artistic models. An example would be a rendering of a spaceship flying in a valley. Or a steampunk boat sailing in a sea. My interest is to…
[ QUOTE ] I realize I came off like I was talking to a toddler, sorry if I insulted anyone but everyone was starting to get all spun out and Judging by Daz's posts he was starting to worry. I figured I could bring it back to what might really be causing the burning in his lungs, exersise, duh. I even said I'm pretty sure…
The way I'd do it is by using the material workflow. here's a simple example: Substance already comes with a pre-made material node called "fabric009" that you can use with the "material blend" nodes and a few adjustments to make any pattern you want.
Please consider a proper integration into Maya. What i mean is having it integrated as a node into maya, it will allow to have a procedural approach and combine it with other nodes thanks
change the size from "relative to input" to "relative to parent" on the compositing node - you can then force the input nodes to whatever size you want using absolute
3d noise nodes require position image/AOV baked for any specific 3d model or you can just merge vertical and horizontal gradients into rgb image and input it into those nodes .
Thank you very much for the feedback and for sharing these resources, it really helped. The notes about anatomy and lighting were especially useful, and I’ll keep them in mind moving forward. This piece is still part of my learning process, so comments like this make a big difference. Thanks again for your time and help!
I'm using Refine Noise node from Substance Share to generate fake height from diffuse and then normal map node to generate normals. It's not 100% precise but it's ok.
You get a 45 degree bevel if you use a distance node to convert a shape to height, pipe that into a normal node and use the same value for distance and normal intensity.