Hi all, I have been using Maya's built-in Stingray PBS material and making shader graphs for almost a year now, and I thought I have a good handle on how it's done. But today I ran into a simple issue I couldn't figure out. Let's see some images first: What you just saw is a comparison of the same texture, using pretty…
Im having an issue with one of my assets. Im not sure if it's down to issues in marmosets engine or my textures. Ok so the problem is my normal map. when I export my normals from substance painter and open them inside Marm I get this weird rectangle/line effect scattered across my entire model. The lines appear in the…
I'm interested in the character creation for creating base meshes to work from. I'll probably try it out just for that. I don't know about studios using it for the entire pipeline though. It looks promising but they need to work with a big studio to develop it more like substance and quixel did. I won't say this program is…
Camera Lens : Substance Designer It's been a long time since I've added a new portfolio piece! Literally 3 years. I've learned sooo so much between then and now. Here's a little something to break the time gap. This is my first shot at using Substance Designer on my own. After watching a few days of tutorials and…
Substance isn't required to do this - what you need is a game engine that supports blending using shaders. They're just using substance to create masks. You could make these masks in photoshop or any image editor. It's just easier to do it using substance painter. Both Unreal and Unity could do this. Unreal Engine would be…
@Eric Chadwick Thanks! :) I ended up using metahuman skin material, which I then edited for my needs. I know it's not the best idea, because Metahuman stuff has so much “bloat”, but for this personal project that I aimed to keep short it was good enough. I edited the material by disabling a lot of stuff and inserted my own…
I appreciate that. As far as the displacement map, I worked a while finding resources from scans already available to find what would look best. And for the most part I did use off the shelf solutions from surface mimic , however for the main body of the scales I struggled to find any that I really liked so I ended up…
Update, 1st pass of diffuse using those bases and dirts (and the mat id map as 'selector' to change colors, contrast , alpha etc. to adapt each dirt to different materials ) At least this part of the workflow (which is pretty much standard ) went smooth and didn't give me much to think as other steps :) I mean there are…
Here is a Marmoset render of some of the materials that I made for this. A mix of baked models and emitters in Blender, Substance Designer graphs, Substance Painter files, and baked Zbrush sculpts. I either used these methods independently or mix and matched them when appropriate (ie. the netting is a model of two…