hi, I notice strange problem I am not sure if I did it wrong but when I add wood material for my desk model, and my desk got symmetrical UV it show a noticeable seam line here some image : but in substance painter looks fine . in left substance painter in right DDO
This is really just a practical example, this model itself isn’t used for anything. I usually work on low-resource video games where the mesh has to be heavily optimized, which is why avoiding support loops gives us a big advantage. Sometimes my models can be seen in first person, and that’s where the main problems…
Looking at the stones, there is no way this could ever be from photo to normal, those are very likely 3D sculpted and then baked down. Youll never get such normals from a bitmap to normal generator. This is kinda what you get from a bitmap to normal generator, used the same stone image as base. The tool can not possibly…
Hi, I have imported a Maya FBX file perfectly in as a Static Mesh but upon importing in as a Skeletal Mesh (same fbx file) it appears as if my smoothing groups are being ignored. Here is my process: Export from Maya with these checked: -smoothing groups -tangents and binormals -smooth mesh Importing in UDK -import tangents…
This does seem strange. One thing to note when using the 3DS Max tangent space, the green channel of the normal map is automatically inverted, which may be the reason you're seeing a difference here.
Hi guys, I`m trying to setup a proper export pipeline for cryengine, which requires for the normal map with gloss to be saved as _ddna, albedo as _diff and specular as _spec. How can I define suffixes like that in export or in the calibration profile? btw the current cryengine calibration seems off. Below is what I think…
Here's a visual aid for explaining what I'm trying to understand. I've got a trench coat which has been sculpted solid because I would like a thickness to the bottom and such. Naturally some faces will be unnecessary and need to be deleted at some point, like in the back where the body of course covers it and inside the…
The model is looking good. The words in your last two posts sound like ai-generated summaries, they don’t read like human-written text. Be careful with ai as a writing tool, it tends to generate a certain formal style.
So I found this on youtube: https://www.youtube.com/watch?v=YohzAkioFEg I don't think the results were good but is there any chance of this method giving good results? Anyone tried this technique at all in some advanced form? I have also heard of using hdr map lighting to remove lighting from textures.…
Yeah stitches are pretty intense in the normal map. I'd suggest normalizing the map if you haven't already, to see how that looks. I made a Substance graph for normalizing normal maps, usable in most DCCs that support SBSAR…