I don't think baking base colour in Substance painter is an option... (at least not with the native bake options). I wonder though... Haven't tried it myself. But couldn't you bake it as an ID texture instead and repurpose that as your colour map? I thought there was an option to use vertex colour as your colour ID (do not…
In your second screenshot, the barrel on the right makes it pretty obvious to me that the game is using old-school diffuse-only texturing. The copper bands have a painted highlight and painted shadow, which are the same all the way around the barrel, and the same on both bands. There's an overall darkening of the lower…
It's a bad idea generally to stack modifiers which are vertex-order-dependent. It is way too easy to lose data, inadvertently. Whenever I need to do this, I am extremely careful, and I collapse as soon as possible. I suspect it is as huffer pointed out. Your selection has changed between edits. Post screenshots of your…
This is a lovely piece! The thing that jumps out the most is the plaster, for such a dominant texture, lacks variation across the larger surfaces such as the upper floor arches. Some grunge decals or maybe some fancy vertex painting with cracks etc. I really love the saturated red of the floor bricks, it really anchors the…
Couldn't resist, heres a doubloon update. tested how it would look at an isometric-type game res. Im trying to make these assets useful in a broad range of possible games. FullSynch I gave the stack gradient a go but It didn't really work with the different sized stacks and I want all coins and coin piles on the same UV so…
We don't get dual lightmaps in Free :P That's blending between baked lightmaps and dynamic lighting based on distance. But yes, you should be able to bake AO. You'd have to set up a custom shader if you want an AO map and a lightmap, though. Perhaps do it in another app and bake it to the vertex colour? Would be a little…
Looking pretty cool man! The only thing that catches my eye on the shotgun is the grip thingy below the shotgun. (excuse my lack of weapon terminology please. =]) There seems to be some pinching going on. I would have probably modelled that piece "flat" myself, subdivide it once, so it has enough geometry to play around…
technically overdraw means drawing the same vertex again and again and again, like looking through transparent planes (vfx or vtrees, for example) ;) It would drastically reduce part/object count, since everything can be merged into one object. Load times would be higher though and level starts, having to load up all the…
Yeah sorry guys I wasn't very clear, I'm needed to do this on a ton of objects so while things like selecting vertex pairs and connecting works it just took to much time. Converting to patch triangulates the whole object, what might be unclear was that I wanted only the selected faces to be triangulated. Sage: Ok, I will…
Very simple, just maps out of Substance Painter plugged into their appropriate slots. I've tried with no maps except just the normal as well-- the same issue is present. (The first post actually has images with just the normal applied) I'm starting to assume it's something due to how the renderer traces rays from surfaces…