Thank u for tips, indeed i had it set as "bump". Now, after some experimenting I still dont know why my skin is plain, single colored. arnold:https://gyazo.com/75e59beae50cc66e055c137400f04069 substance:https://gyazo.com/7bbae013892924624745ad47b2d8e6ae https://gyazo.com/e92b9cd6560c313595221ed1ce3097c0 Arnold get my base…
I dont like this approach tbh. ignoring the fact it's a hack.. if you're working with others it obfuscates the process used to create a piece of content and that can cause confusion for someone revisiting it later. Not a problem if you're working independently on a portfolio piece of course. The solutions offered -…
Finished Model (textured & rendered): Hey guys, my name is John Kilbride, and I'm a freelance Hard Surface
Artist. I decided I wanted to give a small look into my workflow
using CAD-modelling software for game-ready props, since when I started out experimenting with this there wasn't a lot of direction after exporting from…
So I stayed up extra late lastnight until the birds started chirping at the break of dawn (need sleep...speaking weird), and given that I am being stubborn to myself albeit a good or bad thing, I wanted to look for ACTUAL ways I can think about creating my rocks. I searched for and found some lovely references, not just…
Hi, I often came across this problem while doing diffuse + specular: how to keep both maps synchronized, after I made changes in one of them. This wasn't a great problem though, because most of the time I was OK with using Adjustment Layers (with simple masks) over a copy of diffuse group to get specular group. Now, in PBR…
You can actually get away with a single uv layout for both layers. Make an atlas layout, no overlaps, all inside the uv square. Use it as-is for your bakes (normal, masks, ao). Tiled textures can have their own per-texture transforms which make them tile across the atlas. You can align the uv islands in the atlas layout…