Hey guys, sorry if this has been posted here already, but I have a problem in Quixel Suite's Ddo where my Albedo Base Map colors are being overridden by what I'm assuming are the default colors for the materials I chose for the model in the Color IDs. I've attached some picture showing what the map looks like, and how I'd…
I really can't figure out why I am getting such a strange bake from substance. I have changed the Max Frontal Distance to as low as I could go (and an array of different values), but I can't get it to look right. Please let me know what the problem is. The shade part of the glasses are not intersecting with the…
Hey folks! Finally got around to revamping my site. Posted up some works from my recent title, as well as some high poly work from War for Cybertron. Not looking for work or anything, was just feeling a little dated with the site :poly124: Hope you like! Let me know if my buttons are broken anywhere :D…
You still need to specify these parameters though. Otherwise you will get incorrect results from users who don't realize they changed their settings, and/or, will end up with a lesser sample size because some users don't necessarily have the default brush. At the very least, specify in full detail how a participant is…
I'm going to spend a little time revisiting some texturing in the scene to get stuff right where I want it. Here is some more texture work on the lamp. Here's how I get some cool looking painted edges: Paint on large shapes with the default hard brush. Then, add a warp with a noise layer (passthrough), and then add a blur…
Decided to make a thread and post some progress/discoveries while I work on this piece. Doing it all in Blender using the BPainter addon which has been interesting having used 3DCoat for so long; definitely some things to get used to Here's a catch-up gif to show a bit of the process leading to where I am currently. A big…
I've been really busy with work lately so my progress has been really slow. But I finally have the bakes finished and I started doing some quick block ins to get an idea of what I want the character to look like. The shiny black parts haven't been touched at all yet, just a default I have on those parts.
No, Space values are min and max limits for creating random colors. The terminology in colors are confusing sometimes. 127.5 represents 0.5 as default float which must be linear in mind. But I guess you mean 127.5 to represent 0.5^2.2 ~ 0.217 Or 187 to represent 0.5, right ? I can add an option for power factor in one of…
No, Xnormal uses Mikktspace by default if your mesh doesn't contain tangents/bi-normals, and tries to use the tangents/bi-normals if you export using a format like FBX that supports them. Neither of which are going to match max results 100%, and Cry doesn't match max either, nor does Cry match their own proprietary baking…
The default shader in Painter uses the Roughness/Metallic method, so your Spec and Gloss are not recognized. You can grab a Spec Gloss shader HERE. Copy this in your C:\Users\...\Documents\Substance Painter\shelf\shaders folder and restart Painter. You'll be able to drag and drop the new shader from the corresponding Shelf…