Hello, So I'm getting into substance painter for the 1st time and I was introduced to this new term: "compute tangent face per fragment ". Now I have found some places online explaining what this is though, I don't really fully understand it and have to do more reading. To give some backstory I'm making a character in 3ds…
Have you textured other kinds of materials before? Are you talking a PBR workflow? If you can identify the properties that define a metal or a plastic or a wood, how do you think a fabric will be unique? It's like anything else I suppose. Look at what the thing is made of and how it is made. Find lots of reference, real…
Hi everyone! 👋 I’m a 3D Character Artist specializing in realistic and fantasy-style characters for games and cinematic projects. I create game-ready models from concept to final textured asset, including: * High-poly sculpting (ZBrush) * Retopology and UVs (Blender) * PBR texturing (Substance Painter) * Rig-ready topology…
Yet you haven't pointed towards a single thing other than "higher quality". We get it, you can bounce light around a bit more and it looks pretty. Nobody misunderstood the chart or just doesn't get what you're saying. The argument people are making is that you haven't given any real substance for using offline, and that…
Under no circumstance that I know of would you need UVs for a high poly in video game art. Are you saying you are multiplying the AO over the diffuse? If so that is incorrect when applying PBR practices. You should be following PBR. What program are you using to bake down your high poly to your low poly? xNormal? A cage is…
Welcome to the forums. You have a good starting point. However I would suggest you try to pick one prop, something that is not too tough but still pushes your skill. Once you have, make that prop look like a AAA asset from a current game. I do not believe you are using PBR as of now. Therefore, research PBR (Physically…
I've noticed that any bip files I save out in a separate max file completely screws up when I import them into another file's biped. This is unless I use the Key Frame Per Frame checkbox. I've started saving all my bip files with two versions (one with an added suffix '_kfpf'). What I'd like to know is A)why does it…
I had a conversation with someone about texturing. The individual is not into 3D but he is fascinated by the technical aspects of games. I demonstrated my process. I have 1 folder per material with a mask on the folder which i create with a lasso tool. For example, if I were to texture a wheel, I would have a folder for…