This is sad news, Kevin was a huge inspiration. I adored his gear of war work and it was one of the first examples I’d seen of how z brush could be used on environment assets. RIP
Have you looked at Adobe's site? Tons of great resources to get you going: https://substance3d.adobe.com/tutorials?software=Substance%203D%20Designer As just one example: https://substance3d.adobe.com/tutorials/courses/creating-a-tudor-house-wall
There was an example posted somewhere within that Twitter thread- I can't find it, though. They showed the version the generator recreated as something akin to a messed up VHS tape- huge blocks of random colors and structural corruption
Your problem is on modelling side. I see same huge shading gradients on your mesh too. And while normal map can theoretically counter-measure them in a perfectly "synced" workflow you would never get it looking perfectly right in actual game anyway . 8 bit normal map with compression just doesn't have enough precision for…
Example, exported from zbrush to max from max to blender back to max from max to substance painter? What is the size limit of an fbx file for substance painter This is a multi-conditional question/concern, which is why its not under sub threads. Have they updated the importing of the .fbx format in blender cause there is…
Both. You'll probably use vert paint, being cheap and effective way to blend materials, and probably masks, even if it's just a basic noise and gradient material function to break up vertex paint blending or height lerp from a height imput for example. Also don't forget decals on top of what ever solution you use.