I got tired of constantly moving objects to 0 0 0 to export for UDK and remembering to do a few other things like triangulate the model and rename the material, so I wrote this maxscript. With one button "FBXport" does: * Records the objects current position. * Moves it to 0 0 0. * Triangulates the model by adding a turn…
A quick secondary question I'm a bit confused on how I would go about combining several grey scale texture maps into one output > image. In unreal you could expose the RGBA channels in a node, plug in a selection of different masks and then spit those out into spec/roughness/AO for example Below I've selected the output…
I don't see any obvious mistakes in your material so I am suggesting you remove all other control nodes. And create just the base node like in my old thread. That way you have a lot less variable and can tune each node one parameter at a time to figure out what might be wrong. EDIT: a few things I would try after creating…
Hi all! I just started using Substance Designer and Painter, and I recently began playing with smart masks and generators. I'm trying to texture an asset in Designer, and I've run into an issue... The edges don't apply correctly to the edges of my model. Any ideas why? Everywhere there is a UV seam there is an issue. I…
I know theres a lot of correct maya rigging workflows. Please let me know what you think of this rigging workflow for a biped? Is it completely wrong ? How would you change it ? Tell me your preferred workflow. A character should exist in a scene inventory as a single group node containing EVERYTHING related to that…
So in NDO when I convert a selection to a normal, the layer editing window doesn't appear to let me change size, depth etc. I'm having a similar problem in DDO as well where after I've created a project, the window doesn't appear that has the albedo, gloss tabs etc.
Hey guys, Frozen Codebase is looking for a contract FX/Shader artist to assist an unannounced PSN/XBLA game for ~ 3 months. This could be great if you're in-between work and just looking for another project under your belt. This would be on-site (at least a good portion of it), and knowledge of Vicious Engine would be a…
So I've got this simple bicycle for an environment I'm doing: That's what the raw textures look like exported as PNGs from Designer at 2k x 1k. After setting all of my node sizes and exposing what I needed to expose, I compiled the SBSAR. Here's what the SBSAR looks like in Marmo: Only the steel actually shows up. No red…
I've included some UV stuff here as well since it's definitely relevant to game art. My beef tends to be more with inconsistencies in the design. Also, the majority of these should be fairly easy to implement. Also, I compiled a lot of this list a while ago, so some of these things may have changed since then. Blender…
I have a question for anyone with good Corel Draw knowledge. A friend of mine has been creating illustrations within the program and was working in RGB. His illustration consists of millions of nodes, each controlling a certain RGB level. Now when he goes to work on his .cdr files everything within the document is now…