I think the seams thing is more of a limitation of working in 2D space with UVs in general. I mean, if you textured an asset using nothing but Photoshop, you'd get seams just the same. My solution has always been cleaning up the specific layer in a 3D painting app, and bringing it back to PS. You can do the same with…
@Sir Apple: Yeah. Those areas do a appear a bit bland. They are a bit more active in different lighting, But i just took a look at the model and they could use some more stuff in there. Thanks for the feedback! ghaztehschmexeh: Thanks man! If only the skills would pay the bills, I'd be set. And if anyone ever organizes a…
Groboto+Modo does something like that, but it maintains great topology and SDS endgeflow. The only problem is the topo is uniformly dense and that can make somethings a little difficult to hand model afterward. How do you modify the parameters of the boolean members later? Like how do select and increase only the cylinders…
Hell ya! Glad you're excited about it slipsius! The companion question has come up several times. Our lead designer has answered that on our website forum and I'll reiterate what he's said: The Kickstarter companions are more pets than the fully functional versions. We have other types of Golems that you discover later on…
So far I've been pretty unimpressed with 2012. I still get 100x better performance in 2009. 2 Majors issues I noticed are: (1) In 2012, you no longer get a performance boost from having hidden meshes. Lets say you have a high detail mesh on a single layer and want to build the low poly mesh on another. If you hide the high…
Thanks guys. I've never actually played borderlands but I'll look up screen shots to see what you mean. To be honest there is really no true design for this guy. I'm just making it up as I learn new techniques. I do agree with the thing about symmetry as well. I plan to address that a little bit later when I have a better…
The hair...ugs. Next to the hi res fabric and face, it just stands out as bad quality. It looks very unfinished compared to the rest of the model. It seems deattached from the rest of the body style wise too. Add loops to get rid of those hard edges. Then start layering. Big clumps can sometimes work for a certain style,…
Yes, here you go! Everything is still work in progress. There are a lot of areas to be optimized and improved upon later :) The first one is a screenshot of the background mountains. The second is a screenshot of the actual "gameplay" terrain. Where the tower is located. I removed the tower and lifted the terrains out of…
NICE WORK!! really. There are, however, some things that could be improved. I see some seams here and there, which are probably caused by having different UV islands and a UV map projection of your layers in substance painter. You could try to remove part of this layers by painting a mask for them anywhere the issue…
Hey Tadpole! Please try these steps: Close Photoshop if it's currently open. Right-click on Photoshop, choose run as administrator. Close Photoshop. Run the Suite, and see if this issue persists. Adding an ID map via reimporting or doing anything with IDs via reimporting right now is not functioning correctly. It's on the…