Hi there, i would like to open this topic to talk about some workflow that i think about during a texturing character video game creation process. I rather work as sculpting/painting on Zb, fix some maps on photoshop and use the shadering PBR with unreal engine 4. My questions are : Why, during my workflow, should i use…
I have to jump in here as well. As far as I'm concerned this is the last problem that needs to be solved in Substance Designer before it becomes the perfect program for creating procedural textures. There has to be a way to procedurally lay down some random brick patterns without having them overlap. There should be a…
Is there a source of information regarding current best practices when baking maps in Substance Designer/Painter, apart from reading through hundreds of posts spread out over many years? I'm getting back into 3D art after a break, and I literally just watched the video describing Duard's approach this morning, only to now…
I dunno about you guys, but I am very visual, so seeing images along with the text really helps drive it home. Allegorithmic put out some fantastic PBR guides a while back and both of the guides discuss all of these topics at length. They do of excellent job of looking at it from a both Spec/Gloss and Metalness/Roughness…
Not really following any tutorial in particular. I used the intro tutorial on Allegorithmic's site to get the basics and just started messing around from there. I'm pretty comfortable already with node based workflows, so that helped. For the AO, I've just been using the AO node that creates occlusion from the heightmap.…
Been distracted with various things (Pillars of Eternity) but thanks to helpfullness of the Allegorithmic guys in their subforum I got around a few problems I was having with understanding Substance Painter. So here's an update: Extra shots: Barrel, Side close up, First Person View. Going to experiment with two other…
Glad to help! For lack of metalness, I'm not sure what to suggest. Be sure you're using the standard redshift material, they have many types. https://support.allegorithmic.com/documentation/display/SPDOC/Redshift+for+Maya I forgot all about this and that's where you got the _f0 from, and was made for an older redshift…
I used to struggle with AO, curvature and even separate concavity & convexity maps... but now in Marmoset Toolbag 3's baker when all the high and low polies and cages are set up, it's just one push of a button and bakes are awesome. ;) Nowadays you don't basically need to bake anything else than these 6 helper maps for the…
tessellation is not something new, the thing of displacement maps + tessellate is very old, you can check out the nvidia developer pages. Don't know if you remember games such as Messiah and Sacrifice, they used tessellation and i played Messiash with a pentium 200mhz and a voodoo card. BTW, modo uses vector displacement…
Hey guys, currently I am doing the reverse and coming from Blender to 3dsMax (work related). I noticed that the Turbosmooth behaves differently than the Subdivision Surface Modifier in Blender. In this thread I read that both use Catmull Clark algorithm though.…