hi, My name is Alex Curtis and i am the co-founder/Lead artist at PolyMorphik Games We are a newly form indie games company currently working on a huge space game project, at the moment there are 5 developers working on this project, 1 programmer and 4 artists. Mostly based in the UK but we open our doors to any…
When I bring my low poly model into Substance Designer and apply the normal map I baked out of Max the portions of the model that were created using symmetry are displaying "inverted." I know that with some renderers it doesn't like it when there's flipped UVs and it usually displays the flipped parts as if the nm were…
1. Substance Painter (essential) and Zbrush (optional but highly recommended) for baking and texture creation. 2. What your lecturer said is most important. 3. Start with Substance. Spend 1 minute a day being deeply thankful that you don't have to learn texturing with photoshop and Xnormal. :lol:
I’ve reached the appropriate point to put this project on the backburner for a while. All the assets are unwrapped and baked, and are in Substance Painter. When I return to this, the only program I should have to open is SP, and I can start painting immediately. The screenshots below show how I’ve split the meshes into…
that's noble but dumb. Marketing -> more users -> more revenue -> more for dev, support . More users -> more hype, more game specific tutorials and more specific use cases, more Houdini knowledge sharing within the games industry. Marketing isn't just a tool to shove annoying ads in your face and make a grab for the…
So i decided to make my first model of Nanachi from Made in abyss and retopologize it fully in blender, but eventually it came to using Marmoset and Substance and it just drove me nuts, since there is nothing i can find of a solution. Might be a lot of trouble with UV cos i used my own hands to make it and place on UV map…
Part 2 Level construction kit Here are some of the assets used in the scene. I chose to make use of displacement for this scene on my tiling materials so the geometry is very simple but pre-tessellated a bit so its easier to get good results in UE4 I re-used some simpler props from my previous Hunters Dream scene as well…
Made some more progress on the texturing. Including the renders in Marmoset, I think I might have finished before the end of the week (I wished I could have had it all wrapped up before the end of september but whatever). (yeah I know, I decided to get a lil' bit crazy with that last one; it looks like a canister to me, so…
Good point, I have added it to the pipe line. I also know of lots of companies switching to Modo for UV creation as well as modelling. 7th Generation Pipeline for Vehicles/Assets 1. Maya/Modo/3DSmax - (model into game engine) 2. Headus UV Layout/Road Kill 3. Zbrush/Mudbox 4. XNormal 5. Mari, dDo, NDo, 6. Photoshop 7. Clean…
I noted some little things : - When you load a substance (works great) you don't have the control for the texture size output. Would be nice to be able to control it. Currently the size seems fixed even if the substance is not. - Grayscale output from Substance Designer are shifted. - If you enter the "rename object" mode…