@piorAlso didn't have a drawing tablet at the time, actually still don't but currently looking at XPen's Artist 12 for what I want to do plus within budget of what is affordable. As for using AD to sketch with, well once I became comfortable dealing with each layer - masked curve grouping and various output settings this…
Hey folks, I’m doing some R&D around Substance workflows and automated texture map generation,mostly as a side experiment. In some cases (quick scans, old assets, noisy photos) I found myself missing a fastway to extract usable height/normal information before bringing things intoSubstance Designer/Painter. So I built a…
https://docs.google.com/forms/d/e/1FAIpQLSdlacbXMY8XdVs_nfOcQWQTa5icU1719-68URfyp61O25X0wQ/viewform?usp=header im currently doing my final year project and for my research i have created a survey about the use of generative ai in the games industry any responses would be much appreciated thanks
Hi everyone, does anyone here know why this could happen? When I texturing in Substance Painter everything is fine, but when I export PBR to Blender, why does this happen? The seam is ruining the shading. But in substance everything is fine. This is the Substance Painter setting when I want to export to Blender.
Hello, I have a problem in Maya. I am trying to align a custom Pivot along one of the edges and every time I do so the axis is not perfectly aligned. I noticed Maya gives a warning complaining about the object not being uniformly scaled. The suggestion is to freeze all transformations. However, even though I try to do…
Hi everyone, I’m trying to recreate this kind of anime coloring/shading style from One Piece (image attached). What I’m specifically trying to achieve: * Strong cel shading with soft transitions in some areas (like the face and hair) * Intense glow/red eye effect * Clean but dynamic highlights in hair (not overly…
I’ve been trying to get cleaner highlight flow on this model, but I keep running into issues where the highlights feel muddy or break abruptly — especially on larger surfaces and edges. I’m working in Toolbag using HDRI + a few lights. From a modeling standpoint the surfaces should be clean, but the highlight flow still…
Student following Media Design specialized in 3D Artwork and Game Design, looking for collaborative work opportunities to build up my portfolio and skills. I have experience in Autodesk Maya, Adobe Illustrator, Photoshop, Substance Painter and Clip Studio Paint. FULL PORTFOLIO: https://cara.app/scvoid/portfolio/all…
Different applications use different techniques to calculate the padding. If it looks a little different in the empty space this is unlikely to cause any problems. Generally, Eric's advice makes sense but the padding distance applies more to when the textures are viewed from a distance at lower mipmips. At mip 0 this…