Youre spot on with the procedure. Youre jyst painting the high poly not the low poly. When you poly paint you need to have enough geometry cause youre painting on the verts. So whatd you do is load the unwrap in the texture mapmenu. I have a ttutorial link I can get you later that should explain things better
Hello All, So I was working on this project in DDO and everything was working. I made a minor change to my geometry and normal map. I tried to reopen my project in DDO with the updated items and I got the below results of a shiny model with no materials. The Model will work with the normal map and NDO just fine. When I…
Hi, I have run into a problem where when I try to select a poly or mesh on my model in Substance and add a material to it, it selects either the triangles that make up my polys on my model. I included some pictures below because I know I am not explaining this very well. For whatever reason when I export a model out of 3ds…
So I've tried overlaying some photographs of fabric on my color maps and no matter what I do it seems the result is some ugly anti aliasing at some angle or vantage point. Is it possible to overlay a photograph without this issue or do I have to draw out some fabric patterns?
I am trying to re-skin a model for a game. Since this is a mod I don't have access to the high poly model but I have the normal map. When I try and bake the AO map I am getting some weird shadows on the model.
Hi so I'm having trouble getting clean opacity masks and I cant find an option to have normal map default color to fill the spece where there is no info. I suspect there is some setting I'm missing or using wrong AA ir SuperSampler.
Hi, first post. This is a render based off liminal spaces. I modeled the items in Maya, textured in Substance, and rendered in UE5. Assets were used from Nimble Weave on Ko-fi (pool toy texture), stylized floor material- Changelog on Fab (floor tile texture), and the wall and pool textures are from Quixel. Any other…
often its best to distiguish tiles by offsetting the normal tangent of the whole tile slightly than rely too much on the edge to give detail this will offset the texture reflection slightly and give the feel of seperate floor tiles while allowing you to keep the edge correctly proportioned