Hi, I'm trying for the first time to apply a custom substance designer material in substance painter. For some reason the material looks rather differently in the 3d view of painter in comparison to the sd viewer. Any advise of what can I do to get the same result in sp?. As far a I can see, the sd version looks way more…
I understand this is a question I need to ask the sellers of these assets. But I would like to know if someone else has similar problems, and how I can solve them. If I open the marmoset files I get these results. FlippedNormals Eye (Marmoset file) + Retracing On. Scan store head: (Skin too reflective + Sclera eye not…
Is it normal for the internal baker in Substance Painter to produce seams along UV edges? I get them all the time and no settings or changes to the exported mesh make any difference. Naturally they get worse at lower resolutions but even at the 4096x4096 it still isn't enough. The image below shows what I mean. I've gone…
I just need to tweak some values 'blindly' that I can easily predict, I don't need to see the result. How do I prevent Substance Designer from recalculating everything every time I change a value?
Basically I need to do this - But even though I've set my doc to 2048*2048 I still see elements outside of my plane and the same goes into Photoshop through zapplink. Can't understand what I'm doing wrong.
Every time I use the send feature in mudbox to update the texture in maya I get this. And here is how the exported texture looks in Photoshop. Is like the texture map just disappears 0.o. I know that I can just flattened the texture in mudbox and then export it but I want to know if there is a way I could fix this.
Basically the question is in the title. I guess since some games use ray-tracing and it will be even more popular in the future, my guess would be that it should be allowed. This is about portfolio pieces.
Hey guys, I'm going to be doing some isometric art for an upcoming project and I've decided to layout my architecture in Maya first, then export the edges to vector lines in illustrator - only problem is I can't get truly straight vector lines when I export! My model is basically a primitive cube yet the vector plugin is…
Hello! Introduction: I've been wrestling with the problem outlined in the title where I have a long animated sequence of a character comprised of many parts, rigged onto a simple skeleton. For the record, I did not build or rig the model, rather I had it commissioned for the project I'm managing. At this point, I'm the…
Hello, We are several artists with the aim of developing new experimental and artistic techniques of 3D animation. We have passion to do game arts such as 3D modeling, texturing, rigging, animating and production of professional game cinematic Video. Currently we accept cooperation with other studios and individuals to do…