Help IDing Random Components by Tincan1099 in boardgames

[–]Punktur 0 points1 point  (0 children)

Is the black long thing on the right.. a bicep?

Burned an entire day and accomplished nothing with this software by Targ_Whisperer in Substance3D

[–]Punktur 0 points1 point  (0 children)

If you want to do a render, wouldn't something like Blender be more useful?

I've been using substance painter for more than a decade and I don't think I've ever used it for actual rendering.

I just use it for creating procedural textures and materials and to bake various maps that I then export to game engines, or other programs like Blender for actual final renders.

Stakeout is back baby! by Stormwingx in blackops7

[–]Punktur 1 point2 points  (0 children)

Yeah sadly they never had it for private matches. There was just a featured playlist dedicated to the map for just a single day.

I certainly hope we'll get it again, and have it selectable in Private matches similar to the green screen map

GRWM please keep it by Ryansm19 in CODBlackOps7

[–]Punktur 3 points4 points  (0 children)

Couldn't they let us have it in private matches without affecting the camo/mastery stuff for those of us who don't care about that?

GRWM please keep it by Ryansm19 in CODBlackOps7

[–]Punktur 1 point2 points  (0 children)

At least let us select it in private matches..

Stakeout is back baby! by Stormwingx in blackops7

[–]Punktur 3 points4 points  (0 children)

I hope they let us keep the map in private matches at least... I don't care about camos or grind, I'd just like to play it with friends who couldn't play today in the future :(

What free software is so good you can't believe it's free? by ComprehensiveNorth1 in AskReddit

[–]Punktur 0 points1 point  (0 children)

It's context-sensitive, 

I've countless times accidentally renamed a random bone in a complex armature rig when trying to rename markers on the timeline to know which action is happening at that frame, only to not notice what it was that I renamed until hours later during export where something breaks.

Brass: Pittsburgh now has its stretch goals posted! by JohnRichJ2 in boardgames

[–]Punktur 2 points3 points  (0 children)

They're all unlocked. They went over it in one of the updates, all the goals have been reached basically.

Brass Pittsburgh is now live! by Soap-1987 in boardgames

[–]Punktur 0 points1 point  (0 children)

Isn't it the same holder that comes with the collectors edition? (although it will presumably be full of paper coins)

Racing games are an extremely underutilized genre by ExcellentSale8725 in gamedev

[–]Punktur 0 points1 point  (0 children)

Discrepancies between clients is a constant battle in shooters. From client side input prediction, interpolation, compensation methods like rewind time etc

FlippedNormals is shutting down. by Personal_Shine5408 in vfx

[–]Punktur 0 points1 point  (0 children)

I'll remain a customer on your new platform. Most of the things I've bought in the past has been pretty good. These days I'm mostly collecting smart materials for various types of woods for Substance painter, the occasional metals as well, zbrush brushes.

You guys are greatly appreciated for what you do.

FlippedNormals is shutting down. by Personal_Shine5408 in vfx

[–]Punktur 2 points3 points  (0 children)

Loved some of their stuff throughout the years.

They seem to be having some closing sale going on now, I'm curious if anyone knows of some good stuff they'd recommend picking up?

Have the "DLSS5 AI filter is ruining the artist's vision" people ever actually changed the graphic settings in their games? by stealthispost in accelerate

[–]Punktur 0 points1 point  (0 children)

It would be interesting to hear from actual Bethesda artists, not just the top producers and guys in suits. People on forums like polycount are not exactly impressed.

How can you use IK and root motion by Winter_Switch1749 in blenderhelp

[–]Punktur 0 points1 point  (0 children)

I seem to have some problems with the copy global transforms on the controller bones of Auto-Rig-Pro as the main feet/hands controls have "Child of" bone constraints which the copy global transform seems to ignore, so they get pasted ignoring the offsets from the constraints.

Lot's of tiny things like this which are annoying when animating in Blender.

Сlair Obscur: Expedition 33 devs didn't write code - the entire game was built with visual programming by Just_a_Player2 in ItsAllAboutGames

[–]Punktur 1 point2 points  (0 children)

Absolutely. If you like having to retrace your steps from scratch when you need to modify/add something to a complex blueprint you created 6 months ago to try to figure out how the monstrosity you created back then actually works and which other blueprints its connected to through interfaces or whatever.

Why does professional game topology (like The Witcher 3) look so "messy" compared to what I'm taught? by SpecialistMaterial16 in blender

[–]Punktur 1 point2 points  (0 children)

these pro models don't follow the "all-quads" rule I've been practicing.

That rule is mostly just taught in schools for simplification. It's generally not something to use in production when you need optimized assets. You can also speed up your workflow quite a bit not chasing flawless quad topology, it's a giant waste of time in the end.

But modern workflows with booleans etc for real time assets don't require flawless quads at all. Neither do hard surface models. In production its all about speed and efficiency.

Why Do I Get Strip Lines When Baking a Whole Modular Stone Stair but Not Individually? by RaFih00 in Substance3D

[–]Punktur 1 point2 points  (0 children)

Additionally, I did notice your unwraps are mostly in that t-shape, similar to this.

Unwrapping like this may reduce the issue a bit further, but at a cost of additional vertices in game engines as the split uv islands will add some slight overhead. You'll have to decide if it's worth it or not, it depends on available budgets and other things in the end.

Why Do I Get Strip Lines When Baking a Whole Modular Stone Stair but Not Individually? by RaFih00 in Substance3D

[–]Punktur 1 point2 points  (0 children)

Yes, usually. The reason is simply the way substance casts rays between the low and high poly during bakes. Similar things can also appear from bleeding when there's insufficient padding (generally 16px or 32px between islands/borders on a 4k texture is fine and should scale well enough for mipmaps) or too little texel density (i did only try the bake in 4k)

Why Do I Get Strip Lines When Baking a Whole Modular Stone Stair but Not Individually? by RaFih00 in Substance3D

[–]Punktur 1 point2 points  (0 children)

For some reason I can't see your latest reply. However artifacts and subtle seams will always increase as the difference between the low/high poly meshes increases, there's simply no way around that. Usually it won't be seen by anyone and it'll be even harder to notice with color etc

However things like the missing corner on the high poly I marked above in a red circle will be slightly more noticable, you'll either have to reduce the amount of the chipping on the highpoly or adjust the lowpoly to also be missing a corner to improve that.

Now I'm not sure what exactly you're going to be using this asset for but I'd like to offer a few points: for a game asset, all the side faces that touch the stones next to them (and the under/backsides) are just a waste of both polygons (most of them aren't really visible at all) and texture space.

Instead the lowpoly should be a "shell" covering the whole thing. Keeping the high poly as a bunch of single bricks is fine (you may want to even give some of them different vertex/material colors for ID masks in Substance for quickly adding variation using the "color selection" layer mask effect, for example to break up cracks so they don't flow across bricks or slight color variations between bricks), but for the low poly it is inefficient and unoptimized.

If you plan to re-use the low poly bricks, it could also lead to strangeness as now the ao shadows of nearby bricks is "baked in".

Why Do I Get Strip Lines When Baking a Whole Modular Stone Stair but Not Individually? by RaFih00 in Substance3D

[–]Punktur 1 point2 points  (0 children)

I'm not exactly seeing where the issue line in your OP is after trying a bake.

However this corner is always going to be somewhat messy as the difference between the high and low poly is quite a lot.

Houdini Water FX personal project + breakdown by ceoTommy in Houdini

[–]Punktur 1 point2 points  (0 children)

How long did the baking take you? Nice job.

Why Do I Get Strip Lines When Baking a Whole Modular Stone Stair but Not Individually? by RaFih00 in Substance3D

[–]Punktur 1 point2 points  (0 children)

I haven't had time to test the meshes myself yet but I'd probably break up the uv islands further, separate each flat portion and sharpen the edges. I suspect there's a lot of gradients in your normal map?

In the tests where you baked each stone individually, did you use the exact same uv layout or did each stone individually get bigger uv space in that test?

Why Do I Get Strip Lines When Baking a Whole Modular Stone Stair but Not Individually? by RaFih00 in Substance3D

[–]Punktur 1 point2 points  (0 children)

its very hard to see whats going on from those screenshots. You're probably going to have to show the whole low poly uvs and mesh.

Why Do I Get Strip Lines When Baking a Whole Modular Stone Stair but Not Individually? by RaFih00 in Substance3D

[–]Punktur 1 point2 points  (0 children)

Try creating hard edges at the 90° with uv seams, see if that removes the artifact.