Calling this one finished. There are still a few areas that bother me but at this point but I'm starting to see diminishing returns on my knit picks. Time for something new! Thanks again to everyone who gave me feedback, it was really beneficial. As I said earlier in the thread, one of my objectives with this project was…
You sure about that? You're already including a proprietary DOA model format for substance source, and then requiring you pay double your substance subscription to do anything with it. The procedural modeling tools included in the newest versions of substance designer are even more useless and irrelevant than MDL…
Had loads of fun creating this Substance, probably one of the more unique challenges I've had and really pushed me to think a bit differently about how I approach a material. Josh was a beast with helping me think it through and giving some killer feedback. The next material I want to try to tackle is actually a Bradford…
So now I´am back with some progress ! LP is done and I backed normals . I started already with the texturing, but I cannot decide witch program I will use (Substance Painter or Quixel ) At this time Substance Painter is more comfortable for me, but I want to learn Quixel :/ If you have any tips for the texturing part I…
This is a game asset for Unreal Engine 4 game. At present 3,346 tris.I used some custom mesh normals for this, and there is no normal baking involved. I'd like to ask your honest critique regarding this model. I created textures with Substance Designer for PBR using Metal-Roughness workflow. Am I doing it right when I'm…
You could almost totally automate this workflow in either program. I work with Substance and in Painter you can bake lighting, so I don't think it'd be too much trouble to set it all up to bake your lighting and then optionally pass it all into a Substance to blend your AO and curvature maps. I often set up material colors…
It's IMO better to do in a vector based soft. Microsoft free "Expression Design 4" for example could put up to 10 alternating pieces of bitmap images along a stroke + separate start/end images, RGB or B&W, tiling like a snake, stretching to stroke extent or scattering around randomly. And all this perfectly following a…
The combination of hdmi/display port holes seems to differ a lot but you should get at least 3 - probably 4. Worst case you buy some new cables. I'm not actually sure on the pcie power connectors for those so you want to make sure you have support for those on your PSU You'll certainly see a performance improvement -if you…
Hii guys, I am extremely new to the world of 3D and Substance Painter. I am trying to model and texture a game asset from Maya and Substance Painter. The problem I am facing is whenever I try to bake the high poly on my low poly model in Substance, I am getting weird results all over it and can't pinpoint what exactly I am…
Damn this was really cool. It's really interesting to see where things are heading and what is to be expected in the near future. Really liked the section about blending concept and production into one, with all the sketch refine - play it in game stuff. A quick question here: You mention that the process of assigning…