other than hiding seams, etc; is there anything I should be conscious of when unwrapping hard surface models for substance? Particularly with the different map types like curvature and AO. When editing in SP I see this pop up in different editor and wasn’t sure if I was unwrapping it right or if I could be unwrapping even…
Hello! I'm working mainly in 3D modeling/sculpting. And some SP/SD work as well. I make assets for games mostly. I've been soaking up as much information as I can and practicing as often as possible. I used 3DS MAX for a number of years as a hobby for game modding (mostly Halo CE stuff). Right now I'm using Blender,…
another Houdini Sketch weekly challenge done, for this week my friend and i went with "Power line" theme had a go at some japanese powerline and try to get variations on each pole.i started with a simple curve spawning pole and got the cables connecting as shown in Houdini video above but decided to add a small narrow…
For the ID map - you can also "select random" (in Maya and Blender, I guess in Max can do that too) and place the UVs like that manually. For the flow map - imho, the best way is to draw it using Substance Painter https://docs.substance3d.com/spdoc/flow-map-painting-143327274.html There's also a great tool for creating…
@JamesBrisnehan I understand. I can get a little carried away with bloom, so I've toned it down a bit. I've also went back to SP to edit the roughness and metalness on most of the materials to try to achieve that contrast. As for that glossiness in the wrinkles... it might've been caused by the rim light bleeding through…
Low and high poly are the same size and in the same place (their pivots too). As I said all the rest maps are baked properly so I think that problem is with material. Here it is: There are different ID's applied to sertain polygons and then turbosmoothed. Seems like I forgot some obvious option because ID map from my last…
as poopipe said,your seams are very very fine, so if your bakes dont catch them strong enough,the generators wont at all grab it. You could resculpt them in zbrush with a RGB (white) on the brush.This way you could export a mask if you have your UVs in Zbrush. your Substance Normal setup is on "Combine" i assume,when…
Saturation and value will differ between SD/SP and UE4 until support is added for the ACES colorspace/tonemapper in the Substance toolset. But as Jeremie said, as long as you're matching lighting conditions and exposure, there shouldn't be any differences aside from the lack of ACES and how the two programs sample…
Thanks, Makkon! I'd be happy to show you whatever I can. I basically gleaned everything I figured out from this video from Wictor Ohman (sp?): [ame=" https://www.youtube.com/watch?v=1BboBgjGARc"]Complete dDo 5.0 Breakdown - The AK - YouTube[/ame] If you haven't seen it, check it out. If you have any specific questions, I'd…
Jeez. This took me longer than I would have liked it to, as I wanted to have a go at using OpenSubDiv in Max which I've never used before. Turns out getting the right edges to not deform everything else on straight and curved detailing on an angled, circular face is a pain. Because of that, I've had to leave out some…