Yes, that is what I mean. The converter/importer will most probably re-evaluate all mesh data to optimize the vertex/tri setup. And I think that things like handness are more or less ignored. Splitting the UVs or using a hard edge to enforce the converter/importer to handle tangent space correctly, is a valid "hack". With…
Hi, i have a problem for which I can't find a solution. And my own experience with Designer is not big enough to solve it by myself. My project has the dimensions 512x512. I have (successfully) created the usual maps (PNG - AO, normal, curvature, opacity etc). In other programs the maps appear completely correct…
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The main issue with Designer it's monstrously inconvenient in its default state and you have to re-do almost everything to be actually useful. You have to master FX -node because it's almost only way to do scale independent anything . Where you could code scale features independent of non-square factor of your textures .…
I'm trying to emulate fluid movement with a panner node and time function but it doesn't loop it just goes up and then starts again when a period of time end. I have currently solved it by putting a very long period of time but I also want to solve it properly. Any suggestions?
Hey guys, I've been working on this pickup node for unreal and I need a little feedback. Mainly I'm looking for suggestions on maybe adding a little more zing to the diffuse and specular map. Any other crits would be appreciated, thanks.
Hi, I've made a function which takes various image input nodes, however how do I display the labels for these inputs so I know which is which? It would be nice if the bitmap showed the name of the texture file too...
Hi guy's, Just can't believe i have to ask here such a simple question but i am Googling for a solution for more than an hour without success and the substance designer documentation is useless on this. I just have a series of normal map render from 3ds max in the tga format and i cannot connect them to the normal node, i…
I don’t think it comes in 24gb, just 16gb. Which should be plenty for 3d art and modeling. It’s sometimes nice to have some kind of constraint rather than like unlimited resources so that you know that what you’re building is also optimized as well.
Hello everyone, Here are my progresses of my second year university project, based on Nemanja Dojkic’s Fallout 76 – Harm-a-ceutical Chemistry Bench concept. I’ll also be exploring different interior environment ideas to find the best setting for the asset. The main hero asset for this project is the Harm-a-ceutical…