@Donato I am an amateur as well, so take my advice and opinions with a lump of salt. Regarding your current textures, my tip would be to layer on some grunge maps and add imperfections to your textures in Mixer. Small things like dust, smears, and worn varnish can add a lot in terms of realism. Quixel has an…
A bake Mat ID from ZBrush polygorups has been an idea around since 2015. Now it's May 2018 and I begin to lose hope. It is a MUST have option. Substance does it and you cannot imagine the incredible amount of time and precision when painting that you earn from having an ID Map. I love baking with Knald but not being able…
@Larry Brian "Panda" Choi I am working on the merging normal maps. And, I would like to ask some questions... After I merge all normal maps, there are some damaging issue (blue circle). I thought maybe I merge the normal maps with wrong way. However, the damage was caused by "exporting" in the Substance Painter This is the…
I just finished my rendition of the Sci-Fi Light. I created the light model using Maya then did a minor pass in Zbrush to add a little surface damage and to not make the edges so sharp. I then sent it into Substance Painter for the texturing and finally imported it into Unreal engine for the final render and used…
I'll be honest, I messed up in a huge way by completely forgetting that this is meant to be a dungeon entrance :'( but I still had a really great time! Tried out trimsheets, decals, foliage, and also Substance for the first time and learned a whole bunch.
When I setup a project in substance and add my normal map it gives me these weird shading issues: (not sure why the lines are happening they didn't appear the first time I imported to substance) You can see this in blender as well but it goes away once the normal map is added It also appears on the top lip of the head…
The substance SBRAR loader is no longer supported in Toolbag, as of version 4.0. This was removed at the request of Adobe/Substance. To render substance materials in Toolbag, you'll need to export image files such as TGA or PNG.
Hey man I am very interested in higher res screenshots and possibly the graphs for substance designer, if used. These look great and Substance designer seems perfect for this sort of thing! Keep it up!
Hello! My name is Mikhail Stroganov. I am a 3D artist from Russia, living in Vietnam, Ho Chi Minh City. I am a professional 3D asset modeler for the gaming industry and currently work as an environment artist. My responsibilities include developing realistic environmental assets, including both natural elements and…
📢 ENVIRONMENT ARTIST| OPEN TO WORK & PROJECTS 3D Artist specialized in stylized environments and props. I detect mistakes others don’t see, ensuring quality and detail in every project. 🎨 SERVICES * Modelling of high-quality stylized 3D assets with Maya. * Creation of stylized 3D environments in Unreal Engine 5 & Unity. *…