IMO too hi res textures sometimes rather reveal artificial procedural noises people do them with . What looked like a proper hint to certain material features in lower resolution became overdone and obviously Substance Painter noises and scratches , often lots of redundant details that only spoils the impression. It's like…
Can someone tell me how do i clean all this up? By meaning i'm probably gonna re do the Truck but based on the blueprint (whatever it is) How do i make these models more accurate? This roof of a Evo this morning i worked on it and every time i just keep getting rounded edges like i would add more loopcuts still same…
i've seen a job postage from a "sinner's mod shop" in a cgtrader freelancing page and would just like to know if anyone here has worked with them, what was the experience. Thank you
I find that when I'm making larger assets that require masks for things like edge wear etc., if the asset is big the masks tend to be low res depending on the size. Is there a way to get better resolution masks? What is the workflow for texturing big meshes that require tiling textures, some edge wear or other masks like…
All the examples I saw so far looks like havin a sort of a bloom added to normal map making it looking blurry on actual material . Except only bricks maybe.
Greetings! I'm working on a prototype for a stealth game, and I would like some help figuring out the character movement for NPCs. While the default character movement setup is perfectly functional, it's pretty rudimentary for the level of flow I would like to see. I'm an animator, and I want the character movement to…
PS Let's say that this is a unique tennis ball, and I would like to convey all the features of its texture, create a digital clone of it. And its shape is a perfect sphere