There are so much that needs to be done, from modelling to UVlayout , baking to texturing and finally representing. I like how you modelled the inside and make it looks like it could function and animated. Talking about the UV, I have not yet laid out anything as right now I am looking into buying the right software to do…
Unity and Polycount are pleased to announce Unity Connect. Here's a bit of text from Unity on what Unity Connect is and what they hoping for with this free service: As with all big events, we've got a contest for ALL Unity devs this time, not just the artists out there. Here's all the official rules and details from the…
Seen a lot of people asking about Substance Designer tutorials. There are several great tutorials out there covering various materials and workflows. Here is a list of tutorials covering Substance Designer. * Allegorithmic's YouTube Channel Substance Designer Intermediate-Advanced Tutorials * Substance Designer 5.x New…
Hi, I apologize if this has been covered, but I haven't found any info on this topic. I want to export a Substance Painter 2 Material (not a textured asset) into UE4. Basically I am setting up layered materials in UE4 and I want to recreate a tile-able repeating version of the materials I am using in Painter 2. I know how…
What would be really cool for hard surface was if you could use the auto uv algorithm for packing uv islands that a mesh already has, if someone is using a piece of software that maybe doesn't have the best uv packing algorithm. Seeing a lot of potential here.
He's probably just checking to see if that's the reason for the odd reflections. But to be honest I think It's down to your metallic value. Have you read Allegorithmic's guide on PBR materials? It's for substance but the theory is universal and can be applied to any program that uses the Rough/Metal or Spec/Gloss workflow.…
Fallout 4's' Modular Level Design Excellent tips and primer on building modular kits and environments. This one's available for free. Technical Artist Bootcamp: Shaders 101: Foundational Shader Concepts for Tech Artists Great introductory concepts for those looking to get into some shader work. It's mostly done in UE4's…
The main advantage is that you don't store all these utility maps in video memory, you only store the final output. The other aspect is that you can do stuff that can't be done with shaders or will at least require a shader artist that can actually *write* complex shaders unless you are using a visual shader editor like in…
It's not that much to learn actually. It's rather a matter of having nice camera and certain shooting approach. Rebuilding scanned things in Substance Designer looks a bit like a sport for a sake of sport or to prove something. Anyway best looking substances are usually a mix of scanned base and procedural extra details…
@b0lly I was thinking on doing that way after the challenge to test the difference in performance, right now my mesh is not ready for that workflow, I'll need to add loops to maintain the edges. There is a video from allegorithmic that explains this workflow for the painter, you can use the theory on any texturing program.…