The traditional workflow is to model, uv, texture, animate. But it's an iterative process in a pipeline. Assets get thrown up and down the pipe all through a project. It certainly doesn't have to be linear but if you're learning a workflow and want to avoid headaches/workarounds then keep it linear until you fully…
Okey, after watchin several tutorials about Linear workflow and gamma correction, I think I get it a bit better. So it seems that the substance Plugin in 3Ds Max (or 3DsMax itself) is exporting Gamma corrected PNGs while the Substance Player is doing it in Linear Workflow, is this right?! It confused me alot and still…
Almost there: https://www.youtube.com/watch?v=AsyJ9dX-GAY&feature=youtu.be @edoublea I use "lagged floats" like Ryan. I get the xy linear and angular velocity, choose the larger between the linear and angular one. Put them in 2 scalar parameter, and slowly fade them out when there is no movement. Then I manipulate some…
There should be a Marmoset Toolbag 2 preset in Quixel Suite you can use. Typically, with a specular map you'll have sRGB on, while gloss should be linear space (sRGB off) and normal maps should always be linear. The results are going to look a little different if you're looking at the assets with different lighting as…
Hi fellas, Is there any help about the Scale and Bias option in TB? The tooltip tells me that it "remaps vector data from the range [0, 1] to [-1, 1]".Iam yet not sure what it does mean,as i already said i want the textures imported as linear. When i import Textures in 3dsmax/vray i can tell the HdriLoader if we talk about…
I use a medium subdivided mesh (not the lowest subdivision because results are even worse then). In Zbrush I use the multimap exporter with displacement settings: In 3dsmax I use a displacement modifier with these settings: (midpoint 0.5) No Linear Gamma (I know that when I use Linear gamma I should import the displacement…
It is highly unlikely that they actually use gamma correction as the dota materials do not use physically based shading (for example the diffuse texture has shadows already premultiplied => not albedo) therefore using the linear gamma workflow would just take more processing time for no real reason. BTW using it only for…
The sorcery is gamma correction, because you are working with gamma 2.2 enabled you need to set the import setting of the texture to gamma 1.0. Otherwise it would apply a gamma correction to the texture which would "move" the middle-greypoint of the map. Working with a Normal or Bumpmap with Gamma 2.2 would only work if…
Sharpen and linear filtering do actually work correctly on scaled and biased normalmaps because of maths. Doesn't matter if it's tangent or object space. The normal lengths will change slightly with both filters, but I doubt you'd even notice. Since most engines will have linear filtering (straight up or between mip…
@ Olli - Note those are linear values that don't have color. You would have to convert the linear values to srgb to use them and then you would have to ad color to that value. Also that is just for albedo which is less of an issue than having proper reflectivity/spec. Also I wouldn't trust anything that doesn't come from…