I wonder does it provide any advantages vs substance Designer/Painter . Youtube videos are not very informative or showing something really new , I mean new approaches , workarounds for limitations of adobe software? Something good AI really helping and not just being one more useless toy ? Something to composite 8k…
Help me understand this all correctly. Trying to wrap my head around face weighted normals and when to use them vs baking. My understanding is it's better/easier to use them on simple assets that aren't highly detailed or bigger environment pieces that use tiling textures. I know this differs asset to asset, but I'm just…
Today I worked on sculpting some wear and tear to so modular assets and baking the normal maps on to the low poly versions. I had never used marmoset before. It was fun to play around with. I also started working on my first material in Substance Designer.
@gnoop I tried using Weighted Normals on both the low poly and the high poly meshes, but it didn’t help. What I’ve noticed is that the appearance of the artifacts in Substance Painter seems to depend on the distance between parts of the mesh. However, I’m not sure what to do about that.
It's a goofy word, but I don't think there's a better way to describe what I've just read than "flimflam".You spent an extremely long time saying nothing of substance in an effort to sell a very nebulous product. This reeks of some bizarre sort of scam.
I'm thrilled to share my new environment project, "The Heart of the Forgotten Hall" — a post-apocalyptic scene where nature, especially animals, reclaims brutalist ruins. Inspired by Nier Replicant and Control, it explores the contrast between architecture and instinctive resurgence. Here are the tools I used Blender…
Hey everyone. I'm the project director and level designer for a mod for the Source engine being developed. The name is Dead Regiment and right now I'm looking to add a couple of modelers to the crew. The mod is a quasi-realistic military game with a flair. Here's an excerpt from the design document: "Art Direction…
Hi, so This is pretty much my first time putting my work online so, I apologize in advance for awkwardness in general. Critique is welcome, though I do ask that you try to keep it constructive. model Maya - Substance Designer - Substance Painter - Photoshop/Illustrator - 2016 model Maya - Substance Designer - Substance…
Modeled in Plasticity | UVs in Maya | Textured in Substance 3D Painter | Rendered in Marmoset Toolbag — This piece is part of my ongoing hard-surface studies and a component of a larger character art project currently in development. — High Definition images: https://www.artstation.com/artwork/V2OddP…
With a small and dedicated team, we are currently working on a first-person tactical co-op game using Unreal Engine 5. The game features a realistic, military-focused setting with a strong emphasis on simulation and tactical gameplay. We are searching for an ambitious generalist with a high focus on art and tech-art…