Check in the UV layout (of your 3D modeling software, not substance) if these edges are in contact with others that in the textured version are "white/grey". Sometimes are conected or in-contact. And if are using same base material... could happen this.
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I'm making a tree bark material that needs to be 2048x4096. So far, I cannot find a way to view this material in the 3D view without it stretching. Is there a way to set the 3D object, in this case the rounded cylinder, to have non square uvs?
Hello, I've checked through some of the existing threads and was able to get a start on some bark, but I'm a bit stuck trying to think of the best method to achieve some of the scraggly edging around the "plates" of bark in my ref. My current attempt is trying to create a few unique chunks and then use a tile sampler type…
Hello, i have a hard surface 3d model made in zbrush, and i have color map, cavity map, normal map,displacement map. How can i make metalness map, roughness map, specular map, AO map ? is there any way to do it in photoshop? or maybe xnormal?
Hey friendsI am working on a Solar Panel Material right now. This is my current WIP: I want to introduce a crystal like pattern, but have had no luck yet trying different setups. Any idea ? I have tried to start from a tile sampler looking like this:
I already posted this in Marmoset forum, but it seems more appropriate here: I can't seem to find the best export preset for Marmoset toolbag 3. There is a Toolbag 2 export guide, but not for toolbag 3. Is there a certain existing preset, or best export settings described somewhere? For example, the Metalness preset?