I've followed a tutorial but am not getting the desired results. I want the black vertex spots that I've painted to be filled with material 2. Instead it only fills the outline? I've tried inverting and playing around with the gradient but no luck. Any ideas?
Hi there, not sure if this is the right place to post but i made a rock tutorial on YT using DDO. Feel free to take a look. https://www.youtube.com/watch?v=BWKR9XoP2ok
Hey Guys, I worked on a very humble painter tutorial and I would be incredibely humbled if you could check it out https://www.youtube.com/watch?v=bWfiRH8U76A
Hi! I'm a bit confused by the title which mentions normal map issue due to 'UV-Seams of high res mesh'. If this about transferring highpoly detail to a lowpoly using a normal map, I would think only the lowpolys UVs are relevant? Along what Eric asked, what does the lowpoly look like with just the baked normal map applied…
Spent a long time painting this in substance, I want to get it looking photoreal but its gotten to the point where I can't see what I'm doing. So what do you guys think?? my artstation with marmoset 3d viewer https://www.artstation.com/artwork/N5ZE95
Anybody know the correct blend modes, and render settings to bake a couple of painted bump maps into a single normal map? Also I've noticed that you can't bake out a bump map from, is this a known bug? I couldn't find any official word on the Luxology website.
I've gotten a bit of spare time so I wanted to try and attempt the Borderlands art style. I'm looking for feedback on improving the art style. Do I need to vary up the lines with thicker ones? Are the lines not strong enough? Cheers!
I've not done any art with it but I did have to build a little plugin last year to handle some naming issues on an older painter version. from what I remember you get a texture set per tile and you can paint across tile boundaries - i forget whether it's possible to assign a different shader to each texture set. on more…