WIP "Warrior" is a modeling practice aimed at enhancing my hard surface skills in creating tactical clothing and gear, as well as improving my texturing abilities. I thoroughly enjoyed modeling this realistic 3D character and learned a great deal throughout the process, particularly while using Substance 3D Painter.…
Hey guys, I`m fairly beginner at Substance Designer, but have recently seen the spline and path nodes. I've been experimenting a bit with them. I'm trying to create a pine tree branch and modeling + bake seems like such a slow process compared if I could create it in Designer. I can't seem to scatter some shapes on the…
I'm modelling a spiky scaled dragon and I'm going to retopo this later. Then it's going to be baked, textured and rendered to look as realistic as possible. With the retopoing, should I retopo the spike scales as well or can this all be done in displacement maps? Just not sure how detailed/complex the retopo has to be.
Let's say I'm modelling a shoe. The shoe has holes where the shoelaces go through. I have a choice between modelling the holes in, or just painting the alpha transparency of the holes right? What is the difference and which method is preferable?
Is this better than Blender? Considering the old road kill was just a clone of Blender UV code. btw Mongrelman Blender shows stretch as color too. There is a check box in show overlay drop down.
Anyone have any luck being able to use to the older version of RoadKill, where you were able to cut/sew in the standalone app? Im on Windows 10/Maya 2022
Hey I know its dumb but do I unwrap this how I have or have each face as a seperate thing? I only mention because someone said to have uvs stop at hard edges, so wouldnt that mean I have loads of single faces, which Ive also been told to avoid. The highpoly has beveled edges btw.
I use Painter not very often and accustomed to regularly re-bake curvature and world normals again and again with each new layer added. Vs Designer where you always can produce whatever mask you need at any stage within a sort of combined curvature producing parallel node flow doing it for for any stage . Constantly…
Hi there! I am working on this piece of fan art practice/portfolio piece of Stan Winston's Pumpkinhead. I'm on the texture creation phase in Substance Painter, and wanted to get some thoughts on what I have so far, and what more it needs. I think it looks ok, but it feels like it's missing something to really take it to…