I've noticed when a single shader has too many textures (like 3 or more usually) it will stop updating. I usually do what unstoppablex recommends or I'll click the little lock symbol (should be to the right of Ambient and Diffuse). I might also toggle hardware shading (the little checker-box to show it up in viewport). All…
Thanks again for all the critiques guys, much much appreciated, I finally got around to addressing the notes you guys had. I reduced the spec and diffuse on the red straps, messed with the lighting setup i had so the dumpster wasn't so dim. last but not least, finally got around to getting some bigger images up. again, C…
Yes, shadows are a key component in giving us form information. It is possible to pull it off with soft diffuse light, but I don't see a compelling reason to do so in this case. I would recommend focusing on one aspect at a time. You don't need to "do it all" on this pass. IMO, light/shadow would be a lower priority after…
You might use colored specularity for nonmetallic things. For instance, if you want white highlights, try subtracting your diffuse color from your specmap. For example, if you have green grass and you want white highlights, try experimenting with a magenta-tinted specmap. Because green + magenta = white. If you're using…
Substance Painter 1.4 I`ve reported this bug through the software few times previously, its still there When you pick the base color (diffuse) with Material Picker (P) and paint over with plain round brush the color changes. Repeat 10 times (pick-paint-pick from painted area-paint) and the difference become extreme. This…
I suposed you are jumping to some kind of fancy Mental ray/vray setup. Screw all that, focus on simple default lights, cranking up the ambiant, focusing on a striking photo setup. You don't need anything fancy at all. Also do you need to animate all that? If not, simply lock your camera and render everything in passes…
Got her fully retopolo'd today. Have a few adjustments to do but for the most part she is all there. I need to add a few more hair strips for the back of her head underneath the hat. I also have yet to implement the teethe and tongue, but the mouth-bag is completely there. I think final poly-count will be around 4800-5K. I…
WIP 12: A failure with the first texturing "scale" has been fixed. Hopefully that Van Gogh emulation is coming through, though understandably it's mostly on the helmet. The small and medium marks, instead of a WoW approach to it where the blends are more explicitly cleaner. But some stuff still carries over like edge…
Wow, I never noticed this before but I'm living in Hawaii atm and apparently soda cans on the mainland don't have ridges at the top! Here's an example (pic not mine): This is pepsi but it's the same way with Coke and Dr. Pepper, apparently. As for the water streaks, the condensation won't change the diffuse color so I…
awesome work haikai! man I love that orrian set sounds like you guys had the same skull-smashing challenges other customization-heavy mmo studios have been battling. Does the dye system mean your diffuse maps ended up being primarily greyscale with the occasional small hints of color? did you usually start out that way, or…