Hello! Thank you very much for developing this script. I just tried it on 3DS max. This script is very easy to use and can save a lot of time to rebuild the model. Thank you!
Did you move the "Blur" slider to zero? You don't have to rebuild the mesh every time you ctrl+drag in dynamesh. That's sort of the whole point of it - continuous sculpting with good topology.
Yeah, it seems to work to increase the polycount on the round areas. But I think its faster to rebuild it with more polys! Thank you for your help! The Substance software is really awesome and powerful! Cheers!
Thanks for the replies. I will look into rebuilding the form with methods suggested. if anyone has seen some good car tutorials which use good techniques then feel free to link them :smiley:
The judging did go quick...my guess on the delay is that Fred simply spread himself too thin between DW, opening up the GA gallery in Montreal, and wanting to rebuild the UC site
Have you extracted them from an actual game and now you want to rebuild the shader the game uses? If so this is probably going to be a bigger task which is not done by just looking at the textures.
Looks like your lightmap resolution is just too low. Select the BSP surface, press F5 and divide the lightmap resolution by two (lower number = higher res for BSP), and rebuild lighting.
Well everyone knew these things happen, just let it happen and then rebuild again, ON THE EXACT SAME PLACE, WITHOUT MUCH MODIFICATION TO PREVENT IT FROM HAPPENING AGAIN. I pray for east Asia.
is it possible to make a really quick and dirty example? I thought that's what I was doing but the texture sample node is giving me a float error. Even after rebuilding the mask into 4 vectors.
konstruct, roosterMAP - Thanks! I have some small distortions to fix in the normal, but I think this will work. Now to rebuild the diffuse and spec... [IMG]http://enodmi.com/posting/new normals.jpg[/IMG]