They get payed assloads more (esspecially in the US) because they know their stuff. So even if "they" from time to time go out to get some coke that isnt their main task. On Tuesday I got another 3 days to finish a char before on Monday I should start on a different project. I went to the producer and said I can spend my…
You'd get the same in a game engine with low res normal maps that contain heavy gradients like the one shown. The reason why you see triangulation in very low resolution normal map here, is because there aren't enough pixels in those gradients to compensate for the shading on the low poly model. It wouldn't matter where…
Tiny bevels when they gets occupying less than 1 screen pixel causes some kind of troubles for rasterization part of a renderer . I am not sure how this important nowadays although. As I see people use either macro unique normal map with rounding ( troubles with texel size consistency and macro normal map blending…
Documents = 2.5d, and will export as photoshop document (.psd) For 3d models, you'll want to save the tool (on the top right of your screenshot, you can see the 'save as' in the tool pallet). Tools can also be exported as .obj There's no going back in this particular case. Its a mistake a lot of people make when they first…
to be honest I see no difference at all. Alpha is still ugly binary as hell. As well as mip blurring of the color channel itself. They have some "attempt at improving the shape edges" group inside but I couldn't understand what they are actually trying to do there. Hoped it would work ok in 32 bit since the issue is not…
@d333p thanks for the reference! So it turn out to be stylised. Back to your question . You are not wrong about scaling down and stuff , but if possible avoid at all cost , because they wont look the same . Say you are satisfied with those detail at higher resolution , only to be disappointed when they dont reflect the…
Bit depth is not the problem here. The problem is the colourspace in which quixel expects it's inputs to be encoded. it will at some point in the render pipeline apply a curve to bring the image into the correct colourspace for viewing Substance will by default export things exactly as you see them in the graph view Prior…
For a strip of flat plane that you want to bake some detail to, try this sort of cage set up. Cage right at the top of the sandwich and low poly at the bottom. For the alpha, you could just use vert color or mat IDs to get the black and white. In that example sandwich I made a plane and stuck under the high poly geo, make…
Yeah, actually pretty good texture soft. Udim works with no more 16k x 16k pixels in total of all udims parts, then starts to slow down. Probably depends on video card memory, not sure. Brushes are best ever with ability to scatter random brush dabs or displaced details on the fly without all the puzzles of Substance…
it's possible to do anywhere with Max ("lighter" in photoshop terms) and subtract arithmetic nodes working with texture pixel values (blending modes) . Perfectly doable in Photoshop, Substance Designer/Painter, Blender shader nodes, etc Sure in 3dMax too but i did it years ago in old shader fx only before they bought it.…