Hello again I have been working on the roads and the base of the diorama, so here is a small update: Next I will have to texture the individual Buildings and add some trees and shrubs to the model. I have some questions for all of you though. How do I texture the large planes of grass and the roads without getting to much…
I exported landscape layers and heightmap from World Machine. Current grass/rock textures right now are temporary(I'm planning to improve them), but if you want to know, I took them from Megascans and adapted in Substance Designer to fit my landscape material inputs (I'm using base color, normal and a packed map, which…
Pretty much this. If i can find the brush/brushes i need or want online, and they cost less than the time it would take me to make them (usually the case), for example... if a brush pack cost less than $50 and contains 20 brushes. i'd buy it because it's saving me a ton of time. If the brush just doesn't exist online or i…
I've found Käy's substances to be a great resource when learning designer, often the graphs contain helpful comments about how things work together. Poke around in the graph, de-construct them. The wood texture could be specifically helpful here I think, to get more realistic knots in the wood and to break up the long…
I finished my tiling scanned material but when I opened up the substance files today I found that a lot of my cloned stroked were replaced with solid white paint strokes. Strangely, not all of the clones strokes are replaced, just some. And this isn't the first time it's happened, it's the third. I thought it was user…
If you're talking about the traditional bent normal which contains AO information baked into the normal map, then I'm at a loss. I'd actually be interested to know if that sort of map is still used outside of Valve. If you're talking about xNormal's bent normal, it's exactly the same as a world-space normal map, which can…
There is no issue. :smile: The PNG file format support only transparency, not an alpha channel (contrary to the TGA file format). In Photoshop you can extract the transparency as a mask by doing Layer > Layer Mask > From Transparency. As for why your exported texture would be fully transparent, it's probably because you…
Thanks Atticus! Hm, for pulsating, I can look at duplicating the look of those tubifex worm balls people always find. I think I might be able to use tips from stuff to make a "rain-covered" or wet surface as well. Plus some anatomy/organ diagrams of course. I am surprised though, as I'd disagree with it being esoteric -…
I haven't decided which of these two lid references I want to go for: While I would like to do the right one, I'm a bit hesitant since the portrait will probably be a real pain, unless I create an alpha outside of substance (which isn't the point of the challenge). Both contain text, which means that I probably want to…
No trick to it really, just a matter of planning the block out and starting with a high enough res to gain the curvature. Manual edge reroute/termination. Smoothing group setup. Probably some intelligent use of booleans (matching edgeloops rather than jamming primitives together) The model contains a lot of standard…