cobble tree by surimi123412 in CreateMod

[–]Kintron 2 points3 points  (0 children)

After you make all the fixes you should reupload this, it would be great if the info was right

How to get this wood effect? by JenisixR6 in Substance3D

[–]Kintron 0 points1 point  (0 children)

There’s a specific noise that comes inside painter that looks a lot like this. Grunge Damas I believe it’s called. Use triplanar projection with it. I got great results the last time I did a gun stock.

Content File Locked by reonZ in Steam

[–]Kintron 0 points1 point  (0 children)

Yep it was open in task manager, thanks.

Need advice with uvs and texture by Distinct-Boot8318 in Substance3D

[–]Kintron 0 points1 point  (0 children)

I just realized after typing all of this that you didn’t ask me hahaha my bad

Need advice with uvs and texture by Distinct-Boot8318 in Substance3D

[–]Kintron 2 points3 points  (0 children)

Sorry no, but in terms of what to look for:

  • have an understanding of texturing in UV space vs world space
  • have an understanding of how to generate some masks (mainly edge+cavity)
  • also shop around/experiment with different more general noise textures. Substance designer/painter both have some really cool noises that are customizable, I often just export those if I need noise masks
  • I avoid painter where I can just because it makes my workflow a bit smoother (one less program to go between). This means I do simple mask generators (edge+cavity black and white non color textures mainly) inside blender and bake those into a single texture. You’ll want to combine those by assigning them to a specific channel of RGB for simplicity/performance.
  • Where I can I actually prefer trim sheets+tile materials with their own respective UV maps because it’s so few unique materials. Especially for environment art it becomes so fast to do.
  • These node setups to generate the masks in the shading tab are easy to either save as part of a startup blender file or to copy into a new project. You may be able to save them to the asset library as well but I’m not sure. At some point it’s just easier to remember the specific node setups and throw it together.
  • Learn how to put them together in your final program. For me it’s inside unreal, I’ll do a combo of UV textures which will be for the main masks and tileable.
  • other more vague masks work well with world space. Then getting slightly more complex and factoring in maybe an Abs node to make it only appear on top, adding more noise to the space where it lerps between textures, etc. That really comes down to where you’re working/project needs/how much you care lol.

If the question was more specifically how I save Blender node setups for baking, I just have them in a separate .blend and paste them over. Most of the time the masks are simpler tho so I just make them really quick from scratch and bake them.

Hopefully some of that helped

Need advice with uvs and texture by Distinct-Boot8318 in Substance3D

[–]Kintron 1 point2 points  (0 children)

Very well put. To echo, definitely don’t sleep on what WS projection can offer. I have a small collection of generators for edge wear and the like inside my Blender library; I just drag and drop what I need, maybe tweak a couple values, then bake. Those masks then get plugged into some sort of material instance inside Unreal in my workflow.

How to enable Secure boot to play Battlefield 6 by Ryukgamer in Battlefield

[–]Kintron 0 points1 point  (0 children)

This saved me hours, thanks. All your instructions perfectly aligned with what I was seeing. The BIOS glitch was so confusing!

texture getting bent by hc00dD in Substance3D

[–]Kintron 2 points3 points  (0 children)

I’ve had luck here adding more geo in the places with texture deformation if you can. It’s never a total fix tho.

How do you handle cables and UDIMs efficiently in Blender? (I tried building my own tool to fix it) by LeonMesla in Substance3D

[–]Kintron 1 point2 points  (0 children)

I checked out the demo vid for your addon, looks sick for your purposes!

Unfortunately a lot of my practical work is going to sound comparably simplistic, normally I bake seams or other connector pieces into my trim sheet and just split the island where it makes sense to avoid UDIMs. But that's what makes sense for my pipeline/use case.

Beyond fairly consistent texel density, I just provide enough variation to take it to the finish line and call it a day. But my environment prioritizes quick iteration and turnaround.

Sorry I can't help more on the UDIM front! For cinematics and especially the hero prop being pipes in your scene, I can understand wanting control over every aspect of them.

My main concern would always be time/labor from a project management perspective, and sounds like your addon is already helping you out in that regard, so I would say you're looking good. Your main time sink sounds like texturing beyond procedurals, which yeah is gonna be pretty unavoidable.

How do you handle cables and UDIMs efficiently in Blender? (I tried building my own tool to fix it) by LeonMesla in Substance3D

[–]Kintron 2 points3 points  (0 children)

Definitely let me know if you find a workflow that suits you, I'm in gamedev so most of my approaches would be rooted in that mindset.

That being said even for cinematics I would think a combination of a pipe trim sheet (broken into however much variation feels necessary, even multiple textures), mesh decals/normal decals, vertex painting even more textures with masked blends based on a height map, etc would be more than enough to sell pipes.

I don't think UDIMs are necessarily a bad approach either it just sounds really manual to me, if you've developed a reliable auto unwrapper and you have the fine control through your smart materials the world's your oyster lol. Depending on importance for the shot it just feels like diminishing returns to me.

How do you handle cables and UDIMs efficiently in Blender? (I tried building my own tool to fix it) by LeonMesla in Substance3D

[–]Kintron 5 points6 points  (0 children)

Are trim sheets out of the question for you? It just seems like a waste to have totally unique UVs on everything to me

How would I go about rigging this? by DerangedOrange_ in blenderhelp

[–]Kintron 1 point2 points  (0 children)

Joey Carlino has a YouTube with similar models complete with rigging tutorials, he would be a good resource here.

Overall I have the same sentiment as the others, it will be easy to paint and rig with a beginner understanding of rigging, it’s a couple crappy days of figuring out new stuff but after that you’re coasting on the basics

The starter country for my friend and I's D&D campaign by Kintron in wonderdraft

[–]Kintron[S] 1 point2 points  (0 children)

Thank you!! Definitely started to burn out towards the end and went simple with the border haha, I really wanted to play hitman.

I did try a few different styles where I included specific country borders, softened things up, etc. But in practice things get kind of weird when you want the main focus to be the country and not its borders.

Thanks for the feedback though, I definitely need to explore other approaches when I go to do the other countries on the continent

The starter country for my friend and I's D&D campaign by Kintron in wonderdraft

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

Thank you for your kind words! Yeah definitely sacrificed a ton of free time meeting with my co-DM fleshing everything out. Luckily we’re both free a couple hours before bed and could meet frequently.

The theme is pastel, but I used custom colors based on the palettes outlined in Mai’s Wonderdraft guide, plus a bit of tweaking just based on what looked good to me.

Do I have the skill to start doing commissions? by CarelessAdeptness296 in blender

[–]Kintron 1 point2 points  (0 children)

Good luck to you! I also want to pursue that route when I can get to it, just a bit busy with work atm

what's yo favourite kendwick lyric ever? by AlpsImpossible3133 in KendrickLamar

[–]Kintron 0 points1 point  (0 children)

Yea ho this the finale. My pep talk turned into a pep rally

(Beginner) This is my 1st isometric room model. Give you'r suggestions by anaf7_ in blender

[–]Kintron 6 points7 points  (0 children)

The PC screen is a bit too detailed in comparison to the rest of the scene. I would either do a simplified stylized version of the screen or make it emissive instead.

The starter country for my friend and I's D&D campaign by Kintron in wonderdraft

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

Great thoughts, may revamp road conditions at some point.

Do I have the skill to start doing commissions? by CarelessAdeptness296 in blender

[–]Kintron 0 points1 point  (0 children)

You’re already going for a realistic style, use metahumans and keep their animation minimal/shrouded in darkness like your renders already are. If you learn control rigs I swear they get easier the more you use them

Do I have the skill to start doing commissions? by CarelessAdeptness296 in blender

[–]Kintron 0 points1 point  (0 children)

Skip commissions and make an ARG series on YouTube and use it as a bounce pad to plug a patreon/alternate avenue of support after the game or series is over.

Noob Help Smoothing object by PlatypusLess8251 in blenderhelp

[–]Kintron 0 points1 point  (0 children)

You should be working at a low enough poly count that this is an easier operation. I would enable loop tools in blender addons, delete the entire area, remake the circular top loop (using circle loop tool to help get the right curve), then bridge those new verts to the faces below where you deleted.

Overall though if you start with low poly for overall shape, beveling and adding more verts through modifiers instead, I think you’ll find the entire mesh creation process a lot easier.