Hi all, I've been a lurker on PC for a while and it happens that I also work for Allegorithmic, so I'm starting this thread to tell you all that Substance Designer 3 is now available for 99$ for Non-commercial use licenses. I'll keep the thread updated with new features, tuts and content as they become available, and most…
Hello everyone, I'm recently digging through web to find some answers and ask few questions about bit depth in substance painter export. Recently topic about https://www.allegorithmic.com/blog/tomb-raider-texturing-movie-hero-asset-rising-sun-pictures and my personal test bring me a thought abut sense of using 16bit…
The polypaint density feature in Zremesher: then there's this method(from the Zbrush docs) ZRemesher has the ability to retopologize only the visible portion of a partially hidden model. In this case ZRemesher will automatically maintain integrity with the hidden portions. To accomplish this, ZRemesher can use two…
I'm not familiar with mobile and mobile compression, so your approach could be absolutly legal on these devices. But you can see clear artifacts on the DXT4 compressed images. DXT compression has always artifacts, it is just a matter of things how your data hide these artifacts. Using a log10 compression will increase the…
Ok first off, seems like I was acting like a bit of a dick the other day reading back through this. Almost done crunching though and who knows, I might even turn back into a rational human being when it's over. Secondly, that's actually a really good point KDR about how to mathematically subdivide a tri. I've been doing…
The artstation thing is up to you. In my opinion, having a personal site is almost entirely obsolete in order to achieve the goal of being a hired artist. As a rule of thumb, get comfortable with the idea of tossing sentimentality aside when it comes to your portfolio (and that can include a website). You only want to…
kanga - yeah, similarly for a bevel 'shader' workflow at material level if baked with hard edges as opposed too firstly projecting for example, your hard surface primary (quad topology) baked data onto the same correctly prepared proxy. An early bevel node baking series at 2048px * 2 texture resolution of a medium poly…