Thanks Deforges, yeah, the colorspaces are correct. It's the albedo that should be sRGB, the rest are linear. As far as what was making my substance painter file so large, just a ton of layers and masks.
Muhaha. My thinly veiled passive aggressive message is uncovered.! But seriously, its a good game.. Does get hard at parts too quickly but they are already patching it to make it more linear.
do a linear interpolate node, plug a constant value of 0 into A, a constant value of 256 into B, and plug your gloss map into the alpha of the lerp node. plug the result into specular power.
@marlfox8: Isn't that what I was doing at the end of page 1 or is that something else? @Sayaonara: I get what you mean but I am close to the point where I am past the part of blocking it out I just get stuck looking at it at the microscopic scale trying to work every tiny little detail in except none of it is working…
A lot has happened recently, so this will be a bit of a dump. Tons of deadlines and the exams just ahead. I want to keep track of my examwork progress, so I figured I post what I did up until now first. Finished my Melee weapon assignment for Game Art Pipeline. I made a German ww2 Trench shovel. Screenshot from Unreal 4,…
Hi everyone, I need to model straw and I was wondering some suggestions of ways to do that on my High Poly, I know a way in a linear 2D workflow, but I wish to know a way to actually model to bake it on something like this
I notice that a lot of your animation has a very linear style. Is that a stylistic choice for gaming? (if I wasn't clear, I mean you don't have lots of ease in and ease out going on.)
This is cool! I would make the camera transitions linear so theres no speed up and slow down on the end of each shot, more like a real tv show with cuts between cameras. Cheers
You need to change the blending mode of the Generator filter. By default it's "normal", which means it will cover any areas. Try to set to multiply or linear dodge instead (depending of what you want to achieve).
It could be? File nodes have a color space setting, so if you're authoring textures in Linear but not setting that in Maya, this could happen. Can you show a picture of the render, including attributes on one of the materials?