Please help, I follow all the baking rules, but when i baked model in Sabstance Painter i get inverted normal map. I had to flip it in the Blender to get normal shading. What did i do wrong?
I made this environment in Unreal Engine 4 using ZBrush, Autodesk Maya and Substance Painter, it was my first time doing a 3D environment, the castle was made using modular parts. Leave your thoughts! https://www.artstation.com/artwork/ob6akJ
Does anyone have an example of working while loops in pixel processor? Whatever I do it does exactly nothing. What I want to do is sort of a slope blur.
Also wanted to add to @William3DArtist answer. You can create an additional channel that is custom one User0, User1 etc and put it as an extra export map. I used this a lot because needed masks exported from specific textured regions and use it later in shader, because of the amount of iterations, that gave me automaticy…
Hey! Could you give some feedback on my portfolio? To be fair, this is still in a "starting stage" as i'm still only a student in this art. So any feedback is appreciated https://diego_rhv.artstation.com/
Sorry for the slightly over 1 year later delayed response:Exporting in the input maps resolution fixes the issue. It would be nice tho if marmoset can fix that during the export itself (it's still blurry in the latest version 4.06). Thanks for the help!
Here's the context. I've been working on some base skin textures intended for use throughout the project. The model will eventually be split into two materials, head and body. For covenience I've set them up as UDIMs for now so I don't have to do everything twice, and it makes working around the seam area a breeze. I'm at…