When I use Substance Painter, I always put any layers with a generator mask inside a group which I then put a mask on that I paint back some of the noise manually. I'm by no means a Substance Painter expert but I took a quick stab at making a clean but worn material inside substance. There's a dirt layer to fill in the…
Yeah... idk man that purple is really killing it for me. I would go with a white light (maybe a slight blue or yellow...), but it is not helping your presentation at all. As far as the textures go, try to make it a little more interesting. You have worn metal, scratches, and wood. Sawed off shotguns are pretty popular and…
Running fine for me too.. Was mipping a bit at first but after using ID's start up settings from kotaku it's been fine. You can see it if you really want to break it, but nothing that is detracting from the overall experience.. The shooting feels good and the slight rpg crafting features make it feel a lot deeper. I am in…
So how the hell do I separate out those specular terms? Say I want to fake some sub-surface scattering cheaply with a wide, soft spec using a slightly brighter color as the spec color, or a surface that flouresces when light falls on it (large spec highlight, relatively low spec power, bright neon spec color)? You can't do…
The skylight is just an ambient light. It doesnt do any sort of AO that i know of so it will flatten out your lighting and look like shit. You can use many point lights without performance hit and you will get a good result. You should never use ambient light unless your lighting is all real time and you dont have a…
Hi! I am Timna, a junior 3D artist with 2+ years of experience in personal projects, particularly interested in prop and environment art. I am seeking an opportunity to work in an team where I can contribute my creativity and grow as a professional. I aspire to enhance my existing knowledge of industry-standard…
That would cause the static meshes to not cast any shadows in the lightmas calculations though. If I understand Quickel correctly what he/she is after is enabling dynamic shadows from a limited number of lights but let all other lighting be provided by lightmas. What I would do is add movable lights (doesn't mean they have…
The only unwrap that really matters is on the low poly. If you'll only use the high poly for surface/mesh detail Normal and AO then you don't need to worry about UV unwrapping the high. Only if you plan to bake the diffuse from the high, will you need UV's and even then they can be anything. It doesn't need to be optimal…
To add nothing new but say it in a different way : Sometimes the names of things can make shit confusing as hell, but in this case, the function is defined precisely in the name. Ambient (referring to games lighting) = An ambient light source represents an omni-directional, fixed-intensity and fixed-color light source that…
Hi, sorry for the question that apparently easy to understand and easy to google. But i am still struggling, please hear me out; For my 2D interior-scenes i would like to use this law to "calculate" how i apply the lightning. But first of all, i need to understand the basics of ISL. I made this drawing, as i dont want to…