In Toolbag, make sure the tangent space (found in the mesh properties) is consistent, I believe Substance uses Mikkt. You can set a default TS in Edit-> Preferences, this will apply to newly imported meshes but not the meshes currently in your scene. Try exporting a 16bit normal map as well, I'm not sure if Substance uses…
@Alemja : heheheh, i run a bit because i have a lot of personal projects to do, thanks for the tips, i understand your example on the regular parallel poly build but i use a different approach on the build to keep the form and wrinkles of the fabric ... normal map only dont make miracles .. to a better simulation on the…
The high, unless you intend to completely re-model it in mudbox? Baking it in max or xnormal would be your best options, xnormal will be able to handle larger files without crashing etc. Only if you intend to make edits after the fact, like to mask out some of the work you did in mudbox? Otherwise the mesh you sculpt in…
Assuming you aren't going to render him with fur... I think you should try to imitate the "noisy" texture the fur generates with the colors. For example the black lines in the Concept Art aren't smooth and crisp as yours currently are. So instead of drawing a single line/stroke, draw a bunch of black lines to show the…
I think the silhouette is rather boring and bland, with the head/face being especially uninterestingly shaped - while at the same time being very costly to model. For example, how would you make the tail into a lowpoly model? You could use a cylinder but then you lose all whatever little silhouette detail you have. Or you…
I bake ao from the lowpoly, unexploded. I move off any bits that need to animate. I usually do this with the simple AO tool in xnormal. I also tessellate the mesh one time(without smoothing) and then you have to blur the results a little(I usually copy the AO layer, heavily gaussian blur it, then mask) otherwise it bakes…
You haved curved normals baked into your normal map, when you really need something way more neutral. I assume you are re-using these areas of your normal map on multiple cards, but the curvature of those cards isn't consistent, so when it changes you get inaccurate shading. Are you baking curved pieces of hair onto flat…
Did a paintover on my own model to get a better idea where I have to adjust stuff. The hair is obviously just pasted from this photo reference, but I'll give that a pass next. Any fiber mesh experts around that can give advice? Honestly I'm not sure how to manipulate the fibers to look like that. Might be way too difficult…
the problem you're seeing here is not because of the bevel. It looks like a problem with your lowpoly UVs or smoothing groups. I bevel edges all the time and do not get this problem. Smoothing groups increase your vertex count dramatically and can waste memory. You should use them very sparingly. My working method is to…
Thanks for all the feedback and kind words, awesome! Ive tried to fix what you guys mentioned. Boosted the spec/gloss a bit. Boosted the overall lighting to make it pop a bit more and to get some better overall highlights. The CavityMap/AO is still a bit strong but I thought that the brighter lighting kind of made that…