The main drawback of asset packs and material libraries is that they cover too small square area like 2x2 m and designed for tiny texel size. Those materials are just flat snapshots, no way to change details distribution or re-composite easily . Also you lose a way to do any conscious art selection what key things to show…
how can autodesk get away with that!! as there are bugs, and there are laughable bugs, this one falls into the later category among all the problems that maya has, this one is the most telling about the status of the software and the conditions in which it is being shipped…
Some concept touch ups (wasn't feeling the honeycomb for now), mostly colour tweaks, as well as some blocking out. Not happy with the current look at the moment, but I'll work on it :] I think it looks bad because stylisation doesn't match, it should get better once the body gets merged down smoothed and stylised. Face…
tip on shading in your concepts that I could have done with a long time ago. Dark and Light area's are more than where you expect them to be, it seems your shading leaves mostly midtones, which is what makes your concepts look fairly flat. My advice would be to start off with a perfect gray layer. then a colour layer on…
Hello Please may someone assist with Substrate Opacity Masks. It is not working with Substrate OpenPBR Opaque I am trying to mask the Mud Layer onto a MetaHuman Material. Andy
Hi! I think this could be because you put the anchor on a layer with a constant height value. In that case I would try to anchor the mask instead. Could test this by putting some texture into the height value of the layer, see if changes anything. Maybe you can use a layer with paththrough blendmode to flatten the height…
Actually, forget what I posted earlier - you can simply transfer over the highest subd level without layers into Zbrush, then from Mudbox export again with the desired layer applied and in Zbrush create a new layer, set to record mode and import the OBJ (into it). I'm not going to ruin my weekend messing with this ;) but…
I am making a landscape autoMaterial. I have finished most of it, but I ran into a problem. I want the transition to not be a gradient, but use the heightmap to blend between the rocks and sand. I managed to do that in a simple material, but I can't figure out how to do it to the autoMaterial that is using a…
I'm not entirely sure if you're suggesting to attempt to salvage a project by appending the contents of a file that can't be opened? Sometimes it works, but when the RNA structure of the file is broken it'll likely fail and there's pretty much nothing you can do to salvage it other than relying on different backups. I have…
I hate Substance Painter . Need to paint seamlessly across multiple unique and tillable materials having different from factor . Like a tilable asphalt 2kx2k , a few narrow stripes 64x2k painted lines, and roadside edges both V tilable following the base mesh flow and a local unique cut in a complex crossroad . Plus a…