I got a note that ctrl+Paint has got some new offerings on their store that might help you with your surfaces. The newest offering explores making realistic surfaces for your objects and environments as well as work flows on how to achieve them. He's got a sample video that I'll link below for your perusal. The surface…
to be pedantic... Tangent space normal mapping should be viewed as a modification to the low poly surface normals rather than a replacement/override (because that's exactly what it is). object/world space normal mapping is more like a replacement
Hey everyone, I've been texturing hard surface assets for a while now but still run into the same issue, that especially coated metal surfaces (Anodized Aluminium, Blued Steel etc.) get later on critiqued as not quite PBR correct. While this is somewhat of a problem with Metal/Rough where I am not sure how much to reduce…
I know from my past attempts to use Marmoset that there's something weird about the surfaces. Like only one surface per object or one UV per object or something like that. Can someone remind me what that was?