I've decided to make a test with the baking in both softwares and here's the result. - Testing steps: bake normal map in Toolbag (TB), bake normal map in substance painter (SP), swap nomal maps to see the behaviour. - Tested objects: I made 2 objects which are the same as the picture below (1 Object includes sphere and…
Tutorial to improve Shading of your low poly models and get rid of hard edges or surfaces that heavy depend upon normalmapping. It will introduce techniques i use that makes normalmapped model looks better. Tutorial for Superspecular soft edges tecniques i used on this model to let it perform good edge specularity without…
I noticed something in the Standard shader that surprised me. The Metallic Map uses the R channel for metalness, A for gloss/smoothness, and G and B channels are ignored. But both Height and Occlusion both use the G channel only, and ignore RBA. Would it make sense to change one of those to B so that a map can be packed as…
So i'm making a hospital type scene, and i made a drinking fountain, although i would be glad to get opinions on how it looks, what i really want to know is do you think there is too much geometry in it? (it's in the smooth mesh preview so not technically smoothed) Because i'm new to modeling and what not and this is going…
As posted previously I am learning head modeling (not sculpting yet) and try to keep my polycount budget very low (<1K) to test my own understanding of topology. One issue I battling with is how to maintain proper silhouette, as it's lowpoly, I have the urge to add more edge loops to smooth things out. And I read this line…
Hi, kind of new to 3d so need some advice, please. :) I have an model ready for texturing in Substance Painter. If I want all the UVs together on one sheet, thus one TextureSet, do I have to attach all the objects together and then UV? Then all the subobjects' UVs will be separate and on one tile? Also - if I do have to…
You're gonna need to do a cull. You have a lot of projects on your portfolio, I only found the time to click through a third of them. Even in your projects: Your gun project has 32 separate images to look through. No recruiter is going to look through that many images. The gun needs texturing work for sure. The car is…
It looks like a good release overall. The video on Small Annoying Things from about a month or two ago showed the most useful improvements to me. Maya style navigation will make a lot of people happy too. Ken: About the customizable workspace, are there any videos of this, is the ui fully drag/drop now then? And has there…
Face weighting can be an extra step. Sometimes it's quicker to face weight, sometimes it's quicker not to worry about it. Definitely a tool artists should be aware of, can be a quick fix for highpoly issues, and an optimization and artifact reducing tool for lowpoly. So learn both how to use edge loops to control shading…
FBX's import pretty much perfectly, although I had some issues with smoothing using fbx's. (Although I had the same issue using FBX's exported from Maya 2011 as well). The .ASE exporter (http://campagnini.net/2011/04/16/blender-to-udk-ase-export/) works very well also, I didn't have the same smoothing issues with that. I…