Hi! Certainly a simple example would be best way to get familiar with how tangent space normal maps look/ behave and to set things up in the soft that's being rendered in. Checking the shared Painter file, it looks like the seam showing in that face area is exacerbated by seams/ discontinuity in the curvature map (and as a…
Can I ask where support for PSD files is on the list? Exporting, at least. Artists on the team here have been asking me what I know about it and I have no idea what to tell them. They are SUPER interested in using Painter to generate masks and then exporting those masks in an easy way...
What do you hope to learn from it? I ask because this is much like asking for polycounts or texture sizes in the sense that it tells you very little of practical use without a whole shit load of context to go with it. The problems with just having a number like 2ms are multiple 1 : GPUs work in a massively parallel fashion…
@Mant1k0re - A public version is planned, but I don't know yet when it will come. It will be similar to CryEngine's master material. I still have to fix and add a lot of features. It should be completely universal. Anyways, here is an update of the Model Viewer. New features: Rendering mode: - Albedo channel can be…
Hello, I’m Melih. I’ve been following the forum and trying to read the posts for a while. I hope I’ve opened this topic in the right place. For the past 2 years, I’ve been doing all my work only in Blender. Learning the program took a lot of time. Before that, I was using CD4 (Cinema 4D). I used to create sculptures and…
A fair few peeps have inquired about my workflows for this piece, So I thought I'd create a bunch of Tuts together in this thread. I don't often make tutorials since like every artist I don't think I'm good enough yet haha, however given the amount of peeps having asked, I'll try and give some helpful advice as best I can…
there is also antageo balancer http://www.polycount.com/forum/showthread.php?t=66268 it does a very nice job crunching down polies, it handles uvs very well and you can use several options to mask detail, also it can transfer the highres normals down to the lowpoly to have the surface normale resemble the highres data…
Hi Akshat, Akshay here I genuinely think its looking good but yes you need to refine the use of generator in Substance basically the curvature and Dirt-Generators that you have used. Im terrible with words but let me show you an image and a few techniques I use to polish things. Hope that helps. Dont get stressed just…
I think that's the job. Pre-viz for a movie. And where they put it is their business after they pay you. But it's weird that they wouldn't commission a regular concept artist. Maybe they just don't really know how this whole thing works. I second marks, just ask them. edit: oh wait, from your portfolio? that's crazy weird.…
And you helped it understand by answering them captchas But from all i head so far it needs a whole bunch of meta data to "understand" better. So to speak a mask telling what its "looking" at. If you slap it in without prep i am sure it will hallucinate the shit out of a scene