Hey mate, You need 2 mesh to start texturing in Substance, your low poly and your high poly. You low poly must have UV. The topology can be crappy but you need proper UV. You import your low poly in painter and then in the Baking Section you just have to plug your high poly and bake all your map. You don't really have to…
Hey Eric or anyone, I thought I'd do a quick test with StandardFX.fx shaders. I must say they are way better than the "DX Display using standard material" that i've been using in the past on games. I've run into a problem though, it seems that the diffuse, spec, & normal show up just fine in viewport but my AO on a 2nd…
Hi! Its my first time posting here so sorry for any format issues. Anyways, to the point of the post. Just a quick background, I studied Games Design at University for 3 years and one of my classes was 3D. I have been using 3DS Max for 3 years and although I have made some models and environments I am happy with, I feel…
Thank you, that's really helpful. I'm currently using Unreal and I attempted to look for Unreal tutorials, but I couldn't find any, or I'm just unsure of where to look, I suppose. Is unity the same as unreal?
no its not, just a crappy pic taken with a crappy cam i guess... (no offense^^) Soo.... I wet my pants to get a hand on this and i must say... wtf? I'm done with half of the campaign in like 3 hours? Would have loved seeing a little more character development and such... I dunno, didnt play multiplayer yet (are those the…
making some progress on self intersection..... the bottom version result was seperated by hand to show the result most of my tools don't mind touching polylines just overlapping and self intersecting :/
At the moment just soughting through my shaders and base layers which I'll probably implement for each element or part modeled I'd originally created for this scene i.e. via semi-procedural workflow Ucupaint offers combining masks or materials too suit, therein adding values then mapping them using curves on any channel…
I've been having this problem for a while now, trying to transfer normals from a sphere to my tree/canopy so it lights uniformly. This is the process I'm trying to achieve: So here is where I create a sphere, and transfer vertex position to make a perfect shell of the tree. And this is what I get when I use this "shell" to…