While each of materials having its own UV and texel density ? While keeping same or synced node pr layering system across all those materials and automated export.
I got tired of constantly moving objects to 0 0 0 to export for UDK and remembering to do a few other things like triangulate the model and rename the material, so I wrote this maxscript. With one button "FBXport" does: * Records the objects current position. * Moves it to 0 0 0. * Triangulates the model by adding a turn…
A quick secondary question I'm a bit confused on how I would go about combining several grey scale texture maps into one output > image. In unreal you could expose the RGBA channels in a node, plug in a selection of different masks and then spit those out into spec/roughness/AO for example Below I've selected the output…
I don't see any obvious mistakes in your material so I am suggesting you remove all other control nodes. And create just the base node like in my old thread. That way you have a lot less variable and can tune each node one parameter at a time to figure out what might be wrong. EDIT: a few things I would try after creating…
Hi all! I just started using Substance Designer and Painter, and I recently began playing with smart masks and generators. I'm trying to texture an asset in Designer, and I've run into an issue... The edges don't apply correctly to the edges of my model. Any ideas why? Everywhere there is a UV seam there is an issue. I…
I know theres a lot of correct maya rigging workflows. Please let me know what you think of this rigging workflow for a biped? Is it completely wrong ? How would you change it ? Tell me your preferred workflow. A character should exist in a scene inventory as a single group node containing EVERYTHING related to that…
So in NDO when I convert a selection to a normal, the layer editing window doesn't appear to let me change size, depth etc. I'm having a similar problem in DDO as well where after I've created a project, the window doesn't appear that has the albedo, gloss tabs etc.
Hey guys, Frozen Codebase is looking for a contract FX/Shader artist to assist an unannounced PSN/XBLA game for ~ 3 months. This could be great if you're in-between work and just looking for another project under your belt. This would be on-site (at least a good portion of it), and knowledge of Vicious Engine would be a…
So I've got this simple bicycle for an environment I'm doing: That's what the raw textures look like exported as PNGs from Designer at 2k x 1k. After setting all of my node sizes and exposing what I needed to expose, I compiled the SBSAR. Here's what the SBSAR looks like in Marmo: Only the steel actually shows up. No red…
I played with ChatGPT during last weekend. Wondering if it would be able to find a few solutions for me in Blenders geometry nodes. And amazing part it does very precise answers of what and how I should do things. It took me pretty a while to figure out that what it offers is not working at all . But it does look very…