This seems to be the case and is same way it works in Substance Painter. The idea is just that it gives a convenient way to convert grayscale maps to normal?
Weird problem... If it only shows up with super sampling on then I suggest just leaving it off and render out your texture at 8X the resolution and resize in Photoshop.
is it a good idea to just master the Allegorithmic pack, or are there other tools that a studio might want me to know. I want to work in the game industry as an environment artist.
Hi there - Always looking for ways to update/improve my portfolio. I notice that a lot of people don't display their AO and/or Cavity maps on their portfolio pages? Is this just due to the fact that AO/Cavity maps don't really need to be displayed since they are pretty obvious? I would love to not have to show them, just…
Hello guys, i 've got this problem when trying import sbsar file into UE4 . The basecolor look like this in Substance Designer : and in UE4 : This is the Substance's setting i use in UE4 : SD's graph size is Parent x 1 . I tried to change the Substance Engine in UE4 to CPU , it looks better but still wrong on some…
Hey My name is Jessie. Here are some images of my work. I am open for freelance work. More on my website: www.jessiewu.com Please contact me: jessiewu5@gmail.com Generator_1787Triangles_Maya. Photoshop Camel_7390triangles__Maya. Mudbox. Photoshop. Bodypaint. Crazybump Head Study_Maya. Mudbox
They're all shader based solutions which have been rendered and pasted to sprites. The textures themselves are pretty much flat, with only AO and color information. Sorry, don't know how you would go about rendering them like that in a package, I would more or less know how to do it in RT, but Offline.
Like the Thread is called. I'm currently a Environment/Level Artist at Schell Games, but am looking for some part time freelance work to keep me busy. Website is www.cdc3d.com
Hey guys, I am good at creating normal map using default scan line renderer, but I also want to know how to create normal map using mental ray renderer. When I use this renderer, I always get black background instead of blue normal tint and artifacts in map. What settings I should use to get normal map results ?
This is a hard question to answer without seeing your bake settings and your UV layout. It does looks like you have some stretching/distortion, though, which can make hiding your seams harder with certain texturing techniques.