Can anyone tell me what setting i need to switch to fix this problem? The normals are waaaay screwed. Everything is pretty much on default settings. EDIT: Something i've noticed, it says in the render window it's at 16bits per channel when it should obviously only be 8. Perhaps this is what's effecting the outcome? I don't…
Hello Polycount!, pretend you're an environment artist working on a project with a visual fidelity comparable to Bioshock Infinite for example. In other words, a sort of stylized realism aesthetic, so fairly realistic. You need to create a tileable grass texture for landscape to blend in with your grass card assets. If you…
hey guys! I recently bought the Suite because this tool is amazing. Yesterday i finally found the time to do some stuff with it... but unfortunately it crashes all the time while iam switchen between the tabs like "AlbdoM/Gloss/Metalness/Normal". It doesnt matter which of them i choose first after pressing the tab DDO…
Here's my gun model that started the problem - as you can see in substance painter, the normals look perfectly fine... But when in Unity, Maya, or IRAY the normals look totally fucked.. It's subtle but if the surface is really reflective you can easily spot it. I just want to know what the hell is going on here.. Now this…
Careful with 3dsmax 2014, its FBX exporter is broken. You have to export from a different version of max if you use FBX and mirrored normals. This also might be a viewport problem. Trying viewing the model and normal map in another viewer.
Hey, i have been struggling to deal with this issue, I am attaching a picture to help you guys understand probably better than words. I am trying to move the pivot to the canopy of the tree, i really dont need it at the base of the trunk (I would like to deal with this inside speedtree and not by exporting it out to max…
This is a beginner / intermediate tutorial going over the creation of a good base master material in Unreal Engine. The tutorial is meant to be a "wish I would have known this when I started" kind of thing and incorporates the ability to adjust many useful parameters. The material can take color, roughness, metal, and…
Hi polycounters ! I'm stuck on this and I wondered if you could help I've had the issue described here http://www.polycount.com/forum/showthread.php?t=86635 and here http://www.polycount.com/forum/showthread.php?t=94079 I did change lightmaps coord channels and rotated the Uvs (If i don't specular still don't work)and here…
Hi all! :D I am very inexperienced when it comes to 3D graphics. I have a problem with burnout Normal maps from high poly model. On the basis created a low poly high poly (turbosmooth including smooth general group). I put the two models at each other, I created a cage. Unfortunately, the effect is not satisfactory. Here I…