You can setup an export preset. But imo the specular conversion within painter is "to technical" as I personally would blend more information into it. But theoretically you could setup a custom channel and build your specular there and then use this channel for your spec map output. If this is not what you're looking for…
A few improvements since last time, mainly on texturing side. I've begin to create an other trimsheet which is more based on metallic parts. I also created some material like a cinder block wall or a dirty ground. I've made a shader which allow me to blend by vertex color between two material and this create a depth…
At the moment my current 'bill paying' job as a casual security operative on major infrastructure construction projects for asset protection is ok. Though paid a flat rate however dependant on total hours worked can actually be a nice little earner plus nightshift especially there's no one around looking over your shoulder…
Ah OK, which one? The tech specs of how to do your modeling and texturing then will depend heavily on the capabilities of that engine. What 3d tools can you export from? Do you have the right exporter? Have you tried importing assets yet? Does it have any docs on what's supported vs. not? Can you blend textures together,…
Do you have the height of the tire currently? If so go ahead and post it so we can take a look. But from what I know you can take whatever mask you've generated to create the cracks and invert and then edit through blends and warps in order to give where the snow would build up. Think of the black cracks turning to white…
I think I have it figured out. Under Project Settings: Quality. I thought by simply clicking the level that I wanted, it would switch to it. I guess there are arrows under each player to assign the level manually though, which did the trick for the normal maps (and I assume will fix the blend weights issue as well seeing…
man something must be broken, i have done full Diffuse, Spec Gloss normals and detail normals on a vertex blend shader for 98 instructions. though you could easily drop down to 1 texture sample by putting both your grescale textures in to red and green of 1 texture, than masking out a channel of a texture coordniate and…
Really loving the progress you are making on this tool. Great work! This will make hard surface modelling a lot more efficient and more enjoyable over all! I love hard surface, but getting the blending between intersecting shapes/booleans is a PAIN and takes an age to get to look the way I want. But this seems to handle it…
All ways inspiring to see your stuff! Both the speed, quality and looks! Something that is kind of putting me off is those harsh edges though. You can't really tell on the smaller assets, it's more the bigger ones that's eye pokeingly (yes, it's an actuall word :P) harsh. Would it be crazy to add support edges on them? Or…
I would be interested in seeing an example of that setup if you wouldn't mind uploading? I think my setup doesn't work well, at least in that blend file I uploaded. You might be able to get infinite wrist twist using Transformation constraint and extrapolate while keying with euler, doubt it will work rotating past -180 or…