So for the past few days I've been doing some experiments with Maya and seeing the best approach to Normal maps and how they exactly work. I've read: * You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts * Understanding averaged normals and ray projection/Who put waviness in my normal map?…
Hi i got a question and it ok for me to post this here. Just make me wonder. If i was to say work on some shoes and they are the same kind, would it make sense to just unwrap one shoes and then leave it mirrored, so when i bring it to say substance painter, i won't have it where i filled up my uv with the islands of the…
Finalised a high poly for the statue and put it into the scene. Working on textures in Substance Painter and painted on rough placements for the moss (planning to vertex paint a proper material onto the statue in Unreal once I make it) Trying to figure out how to soften the shadows so they're less harsh and closer to the…
I can both agree and disagree with this but just my opinion. PBR exists because there are rules/principles that materials have to follow such as energy conservation and BDRF. I can see creating organic/natural textures like stone and grass as handpainted in Photoshop but Substance Designer has specific PBR utility nodes…
I had a spare minute and decided to tell about the shader I have. Most materials that I have in scene are marble and gold, and I thought that I need a fast way to create new marble type each time I need color and material variations. I'm not a very skilled substance user, watche only one tutorial so far, so I don't know if…
Thanks, hopefully it shouldn't take much longer now :) 1) I'm sticking with Photoshop for this one. My intention is to show the entire workflow of creating an environment, and in order to do that in a timely manner I have to cut some corners. Unfortunately I have to move on with other projects once I'm done with this, but…
Here is my latest personnal game character. Zbrush , substance designer , mari , substance painter. It was very fun . render using PBR in marmoset. www.vickz3D.com