Most of the shape and variation comes from this technique: http://www.mospheric.com/2015/01/substance-designer-street-bricks.html I use two layers of slope blurs. One with large perlin noise and high slope blur intensity for big shapes, and one with a higher frequency noise and smaller blur intensity for smaller chips.…
Here are the files Max 2015 bake (auto-dithered) Xnormal Bake (.tiff converted to .tga in photoshop for dither) Substance Designer 5.03 bake (.psd file converted to .tga in photoshop for dither) FBX 2014 Export from max No Cage I included a simple SD5 scene with all 3 normals imported and ready to go. Let me know if there…
My girlfriend told me : It's awesome you gonna like it! Folks at work love it as well. I read this article: http://www.polygon.com/2015/4/15/8421775/daredevil-netflix-kingpin-marvel And still, when I ear Daredevil I can only think of Ben Affleck and Evanescence and it make me want to barf.... I can't believe he will be…
You need to simulate sky lighting by adding emissive meshes to windows. Then just make them b_hidden in game/ As well adding post process volume with custom tonemap scale will give you right exposure. What you could try is making your exterior looking right with the low tonemap scale (0,5), and use post process volume with…
@Imperium : Thanks :poly136: It took me around 25h from the Hi poly modeling to the final low poly textured/rendered... And i consider myself a beginner in game asset making. I worked as a hi poly modeler for 4 years and i just ( since 2015 ) decided to switch for game asset making... im not really good with texture thats…
Mr Schädl comes to the rescue once again :) Thank a lot man! Had some trouble figuring out how to input a negative value into the minimum field since I believe Maya 2015+ only accepts color input for the displacement bounds. For anyone having this same issue, I believe a quick fix for this is to change from HSV to RGB,…
Okay then do the same thing but use the target function inside of the Edit Normals modifier instead? You can specify a source normal and a target normal that will fit to it. It's basically interactive copy and paste but it's done per normal.…
2 Updates came out but this is still not fixed. Specular value is still wrong for metalness workflow. All smart materials also have specular values set for the specular workflow. None giving 1:1 look with UE4. I assume quixel interpret 0.5 in UE4 equal to 128,128,128 in photoshop. But it's not, and hence, all the smart…
Oh, it's embarrassing but not as bad as you think! I just went back into my pile of ZPR files when I was done and took the pictures that stood out as milestones (I gave the ZPRs little names, for instance, hwguy.025.EarRestart.ZPR) I had perspective off when I took that silhouette shot- seems I just uh, forgot to turn it…
Hi, you can also take a look at this video : https://youtu.be/YgGkLcaELHM?t=14m45s We also have some information in our documentation : https://support.allegorithmic.com/documentation/display/SD5/Functions I made a small sbs example with the if/else: https://www.dropbox.com/s/28okty9ngykoj7e/if_else_example.sbs?dl=1 In…