The process is the same whether you're baking low-to-low or high-to-low - substance simply uses the low mesh in place of a high mesh curvature is generated from the normals of the mesh - in Substance's case I believe it renders a world space normal map from the source mesh and derives the curvature from that - this is…
Hello ! Well, Substance Painter will never be the actual target environment for the model to be displayed in - an actual game engine will be. Hence I personally see no point in giving *any* attention to the way things shade in Substance Painter (outside of making sure that the generators behave as intended). In other…
http://www.hot.ee/ttdr/AnaFig_Back_001.jpg http://www.hot.ee/ttdr/AnaFig_Side_001.jpg http://www.hot.ee/ttdr/AnaFig_Front_001.jpg This figure you can buy if you want to, cant remember how to find it tho.
TLDR: Please help our opensource project load .unr maps from Unreal 1 and UT 1 . https://sourceforge.net/p/chaosesqueanthology/tickets/2/ There is allready C++ code (https://sourceforge.net/p/chaosesqueanthology/tickets/2/attachment/UShock_source.tar.bz2) that does it, but our engine is in C: and we only need to load in…
Ive just run a series of pretty exhaustive tests with simplygon 10 vs manual lods on a load of characters (we already know it can't cope with hard surface meshes so didn't bother there) TLDR : You'll get a better looking result doing it by hand for the same geometry cost - especially on the lowest lods Simplygon still…
TLDR: Your stuff is too clean and lacks a soul. Ideally you want to create art (for games anyway) that doesn't look like it's a render from a corporate catalog. Example: Your problem isn't so much the models, but the materials/lighitng/composition of your scenes. Most models for games and environments (yes those that…
Good morning all, This is my first post here so I apologize ahead of time if I'm posting in the wrong area. I originally posted this on reddit and one of the more experienced users mentioned that Polycount would be much better for professional advice. I appreciate any and all answers people can provide. TLDR at the bottom.…
Hi! This is my first post, so apologies if it is not formatted ideally. TLDR; I need help finding a method to rig a character's shawl/cape that follows their arms beyond basic skinning. Any suggestions, tips or explanations on a driven joint-based shawl set up would be very appreciated! I cannot use nCloth or nHair…