This is a new update on how my layout is looking. For the most part, I have detailed the assets as far as I want them to be, to be realistic with time management for the texturing/material design process. I have already unwrapped most of the assets, and will continue to finish out the rest in these next couple days. Other…
Thankfully the Zimmerit is pretty non destructive, and if I shuffle the UVs a bit I should be able to break up that apparent tiling. I'm slowly getting through taking the individual models from "mostly done" to "textureable-y done" and getting the substance painter documents and bakes setup. Here's a few marmoset renders…
TY for the link. Normals were baked in xnormal. For whatever reason, I googled substance designer, and saw that it was on sale in steam with 10 mins remaining. I bought it. I know the basics of texturing. The last thing I did in photoshop was a character that took SOOOO long, so I was looking for a way to speed up the…
And as we approach the deadline, I have to start finishing this. I think the foliage is the weakest element in my piece (ironically the only objects I didn't texture with Substance software) and the tree trunk should look better, but given the fact I didn't know anything about UE or Substance before doing this, I'm pretty…
It is important model, player will get a good look at it from various angles. I don't know exactly what is "synhed-normals rendering workflow". I googled it and I found out that this refers to special presets in baking soft (?). I am using Substance Painter. I found some information that Substance is using same algorithms…
I am trying to use this "compact material" approach for years and it always turns into non-stop puzzle solving. Isn't it supposed to be a great time saver? Guess the custom made input /output names should be matching perfectly to standard naming system . Nevertheless nodes are misses connection in half cases or do weird…
Looking for feedback for my personal project. https://www.artstation.com/artwork/3dQEXJ Custom tuned Chainsaw. 19 917 Triangles in total. Single 4096x4096 texture set + 512x512 tileable chain. Design is a mixture of various chainsaw models + kart engine + modifications. Highpoly (hardsurface) is created in 3ds max using…
Hi there. Im very new to the pipelines involved with asset creation in 3dsmax/zbrush/xnorms etc etc and was hoping someone here could direct me to a good tutorial that can increase my knowledge. Im currently having trouble with baking normals and figuring out what maps I need for substance painter (in fact a good substance…
Feel like everyone has been jumping on the Substance train and i was still at the station! finally decided to take on a small scene to learn both substance painter and substance designer whilst also learning more about UE4 rendering and lighting :) there are a few more screenshots on my…
http://www.youtube.com/watch?v=wzAhQ1WUwKM&feature=emb_title Hi, I requested getting help on this Substance file in trying to mask my mesh with color selection. My issue was that I have a color map and when I use the eyedropper on the mesh in Substance I cannot assign a material to either half. What I decided on, was to…