So i'm looking at a few tutorials before i buy substance painter and i noticed that you can have a separate mask image to define different materials using the ID_Selector filter. With this system can i have my own pallet defined or am i limited to the default 16 colors. And if i am limited, is there an RGB # reference…
Hello! I'm working on this piece for the illustration contest. Is a peaceful, slightly romantic moment between Jinx and Lux, as they watch a beautiful aurora borealis. I had this idea in mind for a while and wanted to share it! The reason I chose this 2 characters is because I love their "star guardian" shared lore. But,…
I'm brand spanking new to this whole skinning thing so bear with me. My first, and current skinning tool is NPherno's Skin Tool v0.9b3 (Note: there's no help file). I have a weapon here for Quake2 (.md2) and a texture. I can get the program to automatically load the skin when I load the model so it seems like the model is…
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…
If you export your frog as an fbx and the default position is the pose then it has to come in as that pose. If you want the frog to be in various positions then you could put in an animation keyframe at 0 and export along with the animation, but I dont know if that would be efficient. You should tell the folks here what it…
Yup blending layers will probably need a re-normalization. A bake should come out normalized by default. Normalizing shouldn't kill the "shading". I've heard that oftentimes the shader in engine will normalize the normal map stuff again anyway. You should talk to your shader author, or programmer to confirm best practices…
Hello, thank you so much for your advises, it's for Xplane 10, it's a cross-platform airplane game. The building is quite important as it is inside the airport (Xplane has default empty airports on it) The building I'm trying to make (you could google it if you want) is the JetNetherlands Hangar from Rotterdam Airport.…