I've got an exploded high poly mesh in 3ds max with tons of different pieces, most having a separate material applied to them via the material editor. They are all individuals objects i export by selecting all and exporting to one file, which renders the other maps fine. When exported using fbx or sbm, xnormal only renders…
The 3do previewer seems to have some weird curves applied that make it very difficult to match up to marmoset. It also blends the hdri cubemaps in a different way than marmoset does. Overall, it's mostly related to the gloss map but the spec color map also needs some tweaking. I mentioned similar issues here:…
Here is another listing:https://80.lv/articles/jobs-substance-designer-artists-needed/ I happened to see this Job Listing Seattle Washington, so I applied for the job. I also completed an art test that was sent by Bil Brown (CEO of the company). LinkedIn Profile: https://www.linkedin.com/in/bilbrown/ Since I applied for…
Which sounds quite harmless, doesn't it? After all knowing that the axes are now ordered differently, you can adjust your workflow to get it into account. But it's not so simple, object matrix is not actually just some matrix that would be part of the object, it's the result of multiplying all the node transforms (that's…
Hi people. Long time ago I had problems baking normals maps in Substance Painter causing cuts in the 90º angles. The solution was to use different smoothing groups in the polygons adjacent to that border and separate them in different isles/clusters in the UV, adding a seam in that border. Now I'm having this problem again…
I've done many bakes before and my typical workflow is to add a hardedge on UV breaks at 90 degree areas. I've done this a million times in Maya to Painter into Unity with no issues. I am just wondering is this the same workflow when baking inside of Blender? Or am i just staring at this too long and missed something…
Hello! I'm quite new and I have the feeling I'm making a stupid mistake... I'm creating my own textures in Substance Designer, then I apply that texture in Substance Painter to put it onto a 3D model in Unity. When creating the texture the normal map looks fine, as you can see on the picture below. I also make sure to set…
I've been having this problem with my normals after baking and using within 3dS max engine and the 3 Point shader. As you can see the mesh looks horrible with the normal applied, this is what the normals look like in the UV, from what I can see obviously something up with the mesh but when inspected I cant find any…
Hi all, Another normal map post.. I know.. but I am completely stuck. I baked my normal maps in 3d max and xnormal step by step following a tutorial (actually tried a few of them) so I know the baking process is correct. Retopology and UVing are correct too, but I'm missing something because when I apply the normal map in…
We are recruiting a Technical Animator (Rigger) and an Animator for an RTS game project by a small indie Northern Irish studio. This will be several months' work with a competitive rate. This role only applies to people in the EU/EEA or UK area. We are looking to fill these positions within three months of the posting.…