Hi. Im very new in Substance Painter. Im wondering if there is a chance of making a metallic part of texture on a texture of wood (I've got a model of wooden chest, and i want to paint some part of this chest to be metallic. That parts i want to be metallic are on the same face as wood, so there is no chance of two…
Hey all, i'm having another issue here with my rig, I have finished rigging my arm and had attached it to the chest of my rig, I have no problem getting the arm to move any where but following the torso when I twist it. is there an easy fix to this? I have a feeling I had missed something here, but I could not find what it…
hey all, So, it has been quite some months since I last did 3D Modeling. I remembered that there was quite the MODO Buzz (meshfusion, nice booleans etc.) when I was still active and are now wondering if MODO is being more widely used and accepted by users and if they are glad they switched programs. So for all MODO users;…
I don't have a specific example of what the final scene should look like. I’m creating a modular Japanese school environment in a stylized, minimalist anime style. The design is intentionally kept versatile, based on my own concept and preferences, and once I’m done with the wall, I’ll work on creating the fountain in the…
@2300511685 Correct, the round over in the third step was added with a non-destructive bevel / chamfer modifier that uses edge weights to control the width. If edge weights aren't an option then a simple loop path could also be used to constrain the round over. There's a few different ways to approach modeling lofted…
Haha thanks guys! I have the portrait on hiatus while I work on the garments etc for the rest of the character. Ultimately I'm gonna try to get this into unreal for the final renders. Fingers crossed I can get that done sooner rather than later.
AlexandrL Thanks ,its exactly what I asked about because I often can't make it work at all or even export from Designer. Only something very basic . Any custom node, pixel or value processor and its almost zero chance . For your case it just follows basic logic : zero in no, one is yes. The rest is UI decoration.
Runover process of Custom COPs node to create variations of tileable stones (Height and Normalmap) Takes time to get a concise and believable normal vectors and flow for rock/stone textures. Therefore, I created a node that does that plus a few more post processing to ease my job on creating these. The rest, color,…
I wanted to share something I came across while looking at models and textures from Borderlands 2. There is a 3D model called WreckedVan that is used all over the game. It comes with a 2048 diffuse map and a second packed mask texture. The size might seem large for 2012 but given that it was standard practice to give…