If i remember correctly, most substance tools "default" to UE4's material setup. We have a UE4 material preset in Toolbag2 which you can select. Substance materials use parallax when referring to "height" maps, so change the surface module from "normal map" to "parallax map", which will let you load normals and height.
Ahh I see. When you put all things into dDo, you can simply click on each color and decide what material you want that color to be. I think there's something like default color dDo will pick materials for you, but you can pick it manually. So, it doesn't really matter that much what color you paint for the I.D.
It is the wrong size + your component number is huge. http://udn.epicgames.com/Three/LandscapeCreating.html#Recommended%20Landscape%20Sizes Note correct resolutions there + expected number of components. Your size should have been 1009x1009 with 256 or 64 components, you instead have 1021x1021 with 4623 components (!!)…
Thanks guys! This is just the kind of feedback I'm looking for. I think it's difficult for me because my default style is messy and unrefined, which is... well, the opposite of what you need to make good designs for someone else to work from! The comments about the volume required for the items are much appreciated, I will…
yeah the need to quit the tool and go back into it so often hacked me off with topogun, I have found the nex integration in maya 2014 to be a bit busted....default left click as relax not tweak? One of the guys at work uses modo for retopo and that does look pretty damn interesting, but I am still a fan of freeform tools…
If you want to be that precise, don't snap your UV to the grid but snap it to pixel instead (default snap setting set to grid snap). But as like what Eric said, create a temp texture with intended size, load that to the UV editor then only you can use the pixel snap (without texture loaded and displayed, you cant use the…
A few ways ... Right click the move (transform) tool in the toolpipe (it's in the lists on the right hand side by default) and choose "Select Through". That way you can change selections without dropping the tool. The other way is to use a hold technique. Select a vertex, HOLD DOWN the W key, move the vert, let go of the W…
There are a few good brushes for this. If you check out the Lightbox (,), there are brushes that Zbrush doesn't load by default that are handy. Also, two brush sets I highly recommend. MAH set (for hard edges) http://www.zbrushcentral.com/showthread.php?75050-Zskiff-a-licious!&p=1006730&viewfull=1#post1006730 Selwy's Cloth…
No, the need for UV splits wherever you have a hard edge is something completely different. An averaged cage simply means the cage disregards the normals of your low-poly mesh, as they are averaged over the entire cage mesh. I can't speak for 3DS Max, but as far as I am aware xNormal does not use an averaged cage by…
Is that from Arnold? (it's not an option on a vanilla bump2d) This was the first hit on google for me. "Enables the use of derivative normal maps. If you disable 'Use Derivatives' when using tangent-space normal mapping, the bump shader uses the tangent and bitangent data stored on the mesh. Otherwise (by default), the…