Hey, guys. I've been experimenting with normal map baking in Substance Painter, and everything was good. But since I exported model and normal map to Marmoset 2 I've faced some strange issues. I think it's something about smoothing groups. But why model looks good enough in SP and with issues in MT? Is there something that…
I'm pretty new to substance painter. I've made just a simple dagger and I've separated the parts into individual materials for the handle, blade, etc. When I take it into SP and go to bake the handle for example the maps all somehow come out flipped vertically. This actually darkens the mesh itself as well (its the AO map…
Just picked this game up from the Steam store. Incredibly fun MP game. I haven't even tried the SP or COOP modes yet, simply because MP is such a blast. It's like Battlefield 2 and Tribes had a self-produced baby. My biggest complaint after about 6 hours of solid play time is the fact it uses GFWL. To learn more about the…
Hi, I am trying to get sp to NOT add the seams in my curvature bakes, but disabling "enable seams" button is not working. I red somehwhere that scaling up models fixes the issue but I tried 10x scales and it still wont work. I can't share my original meshes but I made some test meshes and it is displaying the same effect…
Hi everyone, I am having the following problem: This is my bake in Substance painter The indented gradient shades nicely here. The same mesh in UE4 The hard edges in Maya SP baking settings I also tried baking in Handplane to a 16-bit tiff, with the same result. What could be the issue and is this the expected behaviour?…
Ooh. I think I've figured it out. :D I was putting my SSS 'mask' into the Mask slot, however, when exporting from Substance Painter with the Unreal Engine SSS (Packed) option, it combines it with the Albedo in the Alpha channel. Instead of putting it into the Mask slot, and then specifying the Alpha channel, like I…
[ame=" https://www.youtube.com/watch?v=9EbsFRtELgI"]http://www.youtube.com/watch?v=9EbsFRtELgI[/ame] Yeah ... Moved to DX11 with this old scene just to learn some new stuff. It was a good learning experience and the scene received a little bit of fresh air. Now i need to finish key assets for second Enviro and wrapping up…
Yea, I guess we forgot to put em up on the beta page. Here they are as of today: * D3D10-level GPU or better * 64-bit CPU/OS * Mac OS X 10.6.8+ or Vista SP 2+ You'll want a lot of RAM if you're doing big scenes, but that varies so much we can't really set a bar for it that isn't arbitrary. More RAM = you can load more…
Generally... MODO (model, UV, retopo, some sculpting, baking) ZBrush (if there is heavy sculpting) Engine (check that everything looks alright with basic bakes) Photoshop with Quick Save Maps and Combine Normals (still not really on the procedural bandwagon yet with SP/SD/Quixel) Knald (generating maps from any fine detail…
I dunno the universe isn't really suited to FPS combat, sure it uses advanced weaponry but its not mindlessly running around with guns like every other multiplayer game. Perhaps if someone like Kojima suddenly reared his head with SP campaign then I would be less skeptical, not that MGS hasn't been super shaky lately…