I agree with this. A lot of the reference pictures have simple materials where you can get by with 1 or 2 variants of any given type(wood, stucco, bricks, etc). But first, I'd try to get more of a design down for the house and then go over it and do a breakdown for materials and models, that way you can get a better…
right, right, i was wanting to make the walls, floor, and roof out of brushes and import the stairs and the smaller walls. I made the stairs just to see how this would fit in, I will probably change that. one wall (the one with bricks stacked in the middle of it) is supposed to be animated ie:fall over. what all should i…
I've always found the broken [ergo] keyboards to be much more comfortable - they also raise my typing speed considerably [consequently increasing my attractiveness to the ladies]. That one looks pretty slick gauss, I do believe I'll pick one up. I've been meaning to replace this little brick at work, though by now I've…
Hi guys. Recently I started to practice substance designer more and I would like to share my results with you! :) Bricks (https://www.artstation.com/artwork/DxYqXO): Mossy cliff (https://www.artstation.com/artwork/9e8AGo): Garden floor (https://www.artstation.com/artwork/OyvB4K): Feel kindly welcomed to give me any…
I have a bunch of concrete, brick, rubble, and junk subtools in my scene. I want to make each one its own unique ztool so I can create a tileable document with them. I can't find away to just batch export all my subtools into individual ztools which would save a ton of time. Thanks for your help!
Oh... Nevermind, I may have ranted a little too soon. It turns out that unchecking these two did the trick. I get what the top one means, but project goal location? It fixes almost every instance of the AI getting stuck in doorways. Now I'm only experiencing it it if the NPC sees the player, in a doorway, at a shallow…
This isn't so much a surprise.. in fact i first used some other search words before i thought.. hmmm maybe add transparent because decals wasn't very sucessfull.. also it often gives some "markings in underwear".. so even before search engines used AI it was (and still is) sometimes not easy to find some suitable results..…
The trick is to delete half the mesh, UV, mirror the mesh, weld the vertices along the mirror seam, offset the UVs for the mirrored parts 1 unit in UV space, then bake. http://wiki.polycount.com/wiki/Normal_Map_Modeling#Mirroring
Hi, I did a quick brick texture to try out the importing process in UE4, and everything went smooth with 1-click with the Substance Plugin, but I've yet to find a solution to how or where should I apply my height map, as It wasn't automatically applied to the .mat. Is the Bump Offset node the best(or only) solution I have…
The first image is the actuall result of bake. As you may notice it missing shadow (suroned by red line). Second image is from rendering window (as you can see, shadow here is present). I'm using mental ray for baking, as well as box unwrapped on front side only.(problem presits with plane as well). I have make some brick…