I would check first if uv islands are not rotated differently in single UV vs UDIM. Because shaded screens looks just ok except some tiny thing nobody would care about
Hi guys, For some reason the materials are not displaying in the thumbnail generated by the asset manager. Any Ideas on what I am doing wrong? What my screen looks like: What the preview should look like, with material preview in thumbnail
When i select the Comb or smooth tool in Maya Xgen It wont let me interact with the hair guides even though it says its activated. When I click on the tools I get an error at bottom right of screen.
I have an issue where the object disappears on screen using 3ds MAX 2015 (can't use 2012 version). I use the DirectX Shader and 3DS Max is on directX9. Any help is appreciated.
Hello ! This is my last project, I was working on Riju this two last weeks after my job, hope you enjoy ^^ More screens on Artstation : https://www.artstation.com/artwork/3AE0g Video timelapse here : https://youtu.be/uFrmZiWpVaM Have a nice day !
Well Vahl's thread reminded me I haven't done one for my stuff on Bioshock. I've not gone nearly as spiffy with the screen grabs unfortunately, mine are straight engine stuff: Lots more stuff on my portfolio page for those interested: karyblack.com
Hello guys, I'm an artist from Indonesia. I used to play League of Legends for a bit. I'm trying to recreate Nami splash screen in this entry. Hopefully I will still have the time to post another entry after this one is finished.
Hi, Here's some images of my latest environment work. Made with UE4, modelled in Maya, sculpted with Mudbox and textured with substance painter/designer. You can see more high res screens and a fly through here: https://www.artstation.com/artwork/aPkm0
I am just wondering, how far we could go with native pixel processor of Substance Designer. For example: can we generate Screen Space Local Reflections using depth image and world normals? Or it is too complicated for SD?
Any reason you'd "force" yourself to use it? I agree that it's nice to have a ton of screen real estate, but UI is integral. You may be better off getting used to some interface for unavoidable/unhotkeyable things like access to the modifier stack, uv windows, ribbon tools etc :)