I'm a student learning 3d modeling for games in Korea, particularly for environment assets. I've learned that it's good to combine multiple objects and unwrap them into one uv map whenever possible, for optimization and to control consistent texel density, rather then creating uv maps per object. For example, like…
Hey, This is the first time I've made a substance without a tutorial I'm pretty happy with it but I was wondering what I can improve and if there's anything obvious that I'm not noticing. Thanks :smile: Based off of The Shape of Water Heres the actual project it's for, still got a long way to go
Working on a project and decided it would be a good chance to learn Substance. Finally was able to bake maps and started messing around with some materials and layer painting. Just a start! Will keep posting my progress in this thread.
I'm currently working on a set of tools and materials in Substance Designer themed around sci-fi/hard-surface. First off I have a tool used for placing screws/bolts/rivets in Designer or Painter. It has crazy customization options, and I've already gotten a lot of use out of it.
Hi I hope someone can help me with this problem , seems the Substance subforum is stuck and I got no answers, anyone can help me ?https://polycount.com/discussion/227638/problem-baking-a-simple-bottle#latest
Hey there! I'm kinda new to SD (and to this cool forum!) and I'm trying to create color variation for a simple tile texture. the logic is that I want the user to pick how many color he want to have, and add weight sliders per every color. here is an example for hard coded one with some histogram select: The issue here is…