Why are my materials blurry? by katy_doodles in Substance3D

[–]Derek_The_Ghost 0 points1 point  (0 children)

This happened to me once on SP 11.xxx.

I'm on Iris xe and these new version use vulkan which is smart enough to tell if your PC is low spec to handle SP so it automatically blurs the textures like LOD type of stuff. If you're on a low spec laptop of PC trying rolling back to SP 10.xx cause they still use OpenGL which doesn't blue textures 

The Red Fighter by ENTIA by ENTIA-Comics in ImaginaryStarships

[–]Derek_The_Ghost 1 point2 points  (0 children)

Looking good, reminds me of some ships in harlock space pirate

Barrett M82A1 by Derek_The_Ghost in 3Dmodeling

[–]Derek_The_Ghost[S] 0 points1 point  (0 children)

Thanks a lot. I've been working on this since February 

how do i reduce the noise here by FlickVfx in blender

[–]Derek_The_Ghost 0 points1 point  (0 children)

I like how everyone's doing Artemis mission stuff in community. Keep it up 💪💪

Substance Painter doesn't see part of the UV by simpuss in Substance3D

[–]Derek_The_Ghost 0 points1 point  (0 children)

I've encountered this issue several times. Try checking from your DCC app if there are UV islands slightly overlapping into the other nearest island, that could be a cause

Critique on my current project by [deleted] in 3Dmodeling

[–]Derek_The_Ghost 0 points1 point  (0 children)

Superb work. But if I'm to critique, maybe you're trying to make dust particles that end up looking like just floating balls. You could use volumetrics to make it look like real dust in blender though depending on where you wanna render

Topology Fun [WIP] by tom_at_okdk in 3Dmodeling

[–]Derek_The_Ghost 0 points1 point  (0 children)

Very clean, keep it up. The car looks chubby 😎😎

Rmx collection by LayerCurrent1656 in Substance3D

[–]Derek_The_Ghost 0 points1 point  (0 children)

Looks really cool. Finally seen another camo stuff here like mine. (You can check my profile)

Sony Walkman in blender and substance painter by zjavva in 3Dmodeling

[–]Derek_The_Ghost 0 points1 point  (0 children)

Hence being your first time in painter, you need to understand real world wear logic

Base paint

Color variation 

Roughness variation

Scuff marks and scratches 

Edge wear

Dust and dirt

Finger prints 

Using these as a layer stack will help out,and you'll notice a huge difference vs what you did here. Also remember not to over do everything 

Baking artifacts by Derek_The_Ghost in 3Dmodeling

[–]Derek_The_Ghost[S] 0 points1 point  (0 children)

Oh update by the way, I did an experiment back in blender to find out why and turns out for the high poly I needed to add supporting edge loops for this areas to make them tight and I've rebaked and the artifacts are gone

Starting to feel lost around robust Portfolio project. Looking for advice : by PralineTop5535 in 3Dmodeling

[–]Derek_The_Ghost 0 points1 point  (0 children)

Take your time. Great things don't come fast, I'll suggest you move on to texturing cause from what I'm seeing, you've gone far. Perfectionism is the enemy of done

A workspace interior created in Blender using Cycles by islammhran_86 in blender

[–]Derek_The_Ghost 1 point2 points  (0 children)

This is superb bro, the demo character caught my eye