So just exporting flattened channels with a custom naming, order and hierarchy would be enough for most client? Or would one PSD per output with flattened folders inside it work? We are trying to find the best tradeoff when it comes to PSD export because our blending modes and image/color formats differ too much from PS to…
Thanks for reply! :) but i dont think that will work because the scratches are made with the plugin and uses a procedural noise map to do it. Therefore i hope i could just bake this as a flat diffuse with scanline? EDIT: Figured it out. Used it as a mask in blend material with one black standard material and one white and…
I like where this is going. The transition from the wall texture to the ground texture is a little too harsh IMO. Maybe try blending those 2 a bit better? Another crit is the ceiling looks too flat (profile wise) Could do with adding some more geo to break up the silhouette where it meets the ground so it's not so straight…
I cannot emphatically confirm this, but I think I've got the problem figured out. I started running into the same slow down in Substance Painter 2. It seems that having a couple layers with lots of clone brush data and passthrough layer blend can bog things down. If I export the document channels, delete out my layers, and…
+1 I don't know if someone want to do this, but a post to summarize some important information could be great. I mean, the fact we can't use a normalmap is... a major information no? The characters in LoL are stylized. The character must blend in with the art style found in the Summoner's Rift map. The textures have to be…
Yeah the safest rout is making your own stuff by far and importantly remembering to slap a copyright on it pronto before uploading as a polished portfolio asset, otherwise risk some egg-head ripping a copy. Although here's a happy thought you could always cut 'em off a the knees bleeding them dry with royalty kick-backs…
The perceived tightness comes from the Edge Dilation, which is done to prevent bits of the texture bleeding into adjacent uv islands. From such a tiny screenshot I can't really judge whether the uv's themselves were auto-generated or just made by hand, though. Why don't you tell us what you require, and why what you've got…
I am definitely digging the room. It looks really solid!! Only crit is that I agree with DWalker's & Alex's feedback. The tattoos definitely don't fit his design and it feels very noisy (especially since if you squint, the shoulder pad colors blend with the tattoo color). He definitely feels more heroic without the tattoos…
Are you only using the photon mapping in mentalray or do you have final gather enabled? Mental ray (except of the unbiased iRay) only uses a biased GI, so you need to filter the GI (blend the photons together) to get nice results. For the beginning you could try to only do it using Final Gather. Its a GI calculation too…
I agree this car is seriously cool but my reason is that it suits the character of Batman, even though it is stylized. That turbine engine suggest access to advanced tech. More importantly its stealthy, see how well it blends into the background. It looks like it belongs in the dark. Ive got nothing against making…