We actually use Substance Painter's ability to export highpoly tessellated meshes that have been deformed by Displacement map. So first you create "base"materials in SD. Then apply them in SP to your model and randomize & blend them as needed. Finally, export the displaced mesh from SP. For right now, we use the UE4 LOD…
Mmmmmmyeahno. Definitely not how these assets were originally created. https://sketchfab.com/3d-models/for-study-only-summoner-rift-3d-export-ac0a9c6676e34d1ebb184d8e93443c77
Thanks, Crazy_pixel! =) So, work is in progress. I prepare the model for painting in the substance painter. This work is multi-stage. At first I do rough mapping, then export to the substance painter. I do test baking of normals. I look at the quality of the result. If he is good - approx. If not, I return to 3D max and…
you can even set the maximal distance for the remove doubles function while using it. just select it from the menu and look in the tools panel (press t). you can then interactively set the distance and directly see the results. for welding: try to press alt+m after selecting two vertices that you want to weld. you get…
ok, so who brought this thread back from the dead? :P Thanks for all the comments. Seems like there's a bit of interest about how I baked the fibermesh stubble. To get the colour information from the stubble fibermesh: -Export the stubble fibermesh as an OBJ from ZBrush -If you want to have the stubble colour information…
Idea from the other thread I think this is a great idea. :) Also some more ideas :P* Having a separate user definable channel where you could pack a texture and choose which channel performs a particular function (R=Gloss G=Occlusion B=Height for example). Currently it pains me to use so many different textures when i…
Baking the pieces separately and then combining their individual normal maps into one did the trick. I guess there's certain situations where baking by material ID works, but this was not one of them. I still had to do some separate vert moving too though this might just be unavoidable. After getting most of my bakes done…
Thanks for the reply identikal, I didn't know about the Bone Affect Limit. I tried it, and I still have the same problem though. While I was trying different things before, I've now developed a new issue; my textures are no longer showing up. The model appears black, even though the textures were working a few hours ago. I…
I´m currently working on a lot of 3d scans too. I did some quick geometry changes in zBrush and then exported the highres and lowres mesh as OBJ files. I did my uvs with uv layout and have a lot of islands. Normaly it shouldn´t matter how many islands you got. I´m baking my displacement and cavitymaps with xNormal. For the…
The reason for wanting a UV shell selection method is to be able to easily assign separate Smoothing Groups for each UV shell in order to improve tangent-space normal mapping results. Splitting the vertices themselves creates worse seams in the normal map. I only wish to split the vertex normals (thus, smoothing groups).…