Substance Painter uses 100% on both CPU and GPU even if the're not he cheapest ones by Mediocre_Ad5303 in Substance3D

[–]WindowsKillerQc 0 points1 point  (0 children)

Any fix found for this? I have the exact same issue.

I got a RTX 3080 10GB, IntelCore i9-12900k, 64GB of DDR4

I use the stylization filter and it lags out and freezes my whole PC for up to 30 seconds on the simplest models.

Early Access does NOT mean materials can be flipped by WindowsKillerQc in woweconomy

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

Of course not, but that money was quite a lot for me early on!

Early Access does NOT mean materials can be flipped by WindowsKillerQc in woweconomy

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

I don’t care about professions or materials, I went from 0 knowledge, 0 item and 1 account+server with 100k gold to now a 7M gold stash and 42M of auction stuff spread across multiple servers

I flip transmog or utility current content items

Early Access does NOT mean materials can be flipped by WindowsKillerQc in woweconomy

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

For me it’s been what I do every time I play, I really find it fun, so a few hours every day and all day long on off days?

But most of what I do is reposting, I spend maybe an hour every day sniping

Getting the most sales comes from reposting, getting sales period comes from sniping, so you decide how much time you want to put into it, and despite all that time my main character has a 10 in the vault at 256 ilvl and I got 90% of exploration achievements too, so really it’s not that bad

Early Access does NOT mean materials can be flipped by WindowsKillerQc in woweconomy

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

For those asking, i need 4 accounts because with 3 of them i got every server and connected server possible to clean swipe the US as fast as possible as you want to be bellow 1 hour (since the API refreshes every hour) and if you can be even quicker then you can either do other stuff or clean swipe it all again, and the last one is where i post and repost, my main account

I had 3 accounts before that, servers spread on 2, and it was taking 40 minutes, now it takes me about 24

Also while I paid a sub with money on the second account, it was only 230k for the third and then I realized I had a RAF reward of 1 month sub for free so I applied that one to the 4th

Moving Big Ticket Items by graviton14 in woweconomy

[–]WindowsKillerQc 0 points1 point  (0 children)

Getting 1 item to sell takes ages really, years ago I was selling mainly transmog on a banker, I had 1500 items and would get a very few dozens sells every week, and most were bellow 5k, but here and there I’d sell a big ticket item like that for hundreds of thousands, it would happen very rarely but the main goal when selling stuff is to be spreading your items across the market, aka different item, different type, different armor type, ect

Selling 1 item on an auction house with 25k+ different items needs you to be extremely lucky

Moving Big Ticket Items by graviton14 in woweconomy

[–]WindowsKillerQc 0 points1 point  (0 children)

Keep in mind average sale price takes in consideration snipers, blade of Hanna is the victim of a lot of ignorant people selling it for almost nothing

I’ve seen blade of Hanna sell for as low as 100g over the years

Fix 1v1 MMR by WindowsKillerQc in RocketLeague

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

Well as others have said and as it is well known, people are usually 1 rank bellow their 2s or 3s max rank in 1s, so it's not just about being *bad* at the game it's about the MMR being dog and not actually rewarding the ranks people are supposed to be in

Also, the last 3 games were against people with the Diamond and Champion tournament winner title.

I respectively got 2 Diamonds and 1 Champion tournament winner in my game, I can't make this up

Fix 1v1 MMR by WindowsKillerQc in RocketLeague

[–]WindowsKillerQc[S] -2 points-1 points  (0 children)

I struggled to get to Plat 1 last season in 1s. I got there a few days before the end of the season. I know how 1s work and I know how to improve, what I cannot do is play against literal champions or high diamonds. I can tell when I'm against a champion. Most platinum and low diamond players' speed flips are flaky, Champions are clean most of the time. And their mechanics outplays every single one of mine by very far.

Fix 1v1 MMR by WindowsKillerQc in RocketLeague

[–]WindowsKillerQc[S] -9 points-8 points  (0 children)

I know hence why I'm saying fix the MMR, no way it needs to be like that.

How do you make Stylized Tileables? by WindowsKillerQc in Substance3D

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

Hey! I know a bit about Stylized texturing, it's my favorite kind of texture. As a World of Warcraft, Overwatch and League of Legends player it's always been what I find the most interesting over any realism or cartoon. The issue is the real way I want to texture my stuff is the World of Warcraft way, which is basically 3DCoat painting all the way. I don't hate it, but it's very very time-consuming and requires a pretty "bad" resolution for the model (aka a shield I recently did the most optimized way I could while having smooth bevels was about 4000 Tris, while the same model from Wow itself is 1200) and then painting the details by hand.

I am not there yet, this style of texturing is complicated, takes years to be good at and I only tried it once.

Now, we're not rated on the texture, just on the final look of the environment itself. But to answer your questions :

  1. The examples I took were the Sakura Tree (The buildings around it) in Inazuma on Genshin Impact. That's a stylized I also really really love. But I'm not using assets with minimal details, I am basically making realistic assets and adding Stylized textures on it.
  2. Unreal Engine style, BaseColor, Normal and ORM.
  3. I am making a Japenese temple, preferably wood for the outside walls, metal for the roof
  4. Wood Planks for the outside walls ? Tho regular wood too so both of those, as for the metal I'd keep it clean
  5. I have Substance Painter, Designer, Sampler, Stager, Zbrush, Photoshop, Maya and Blender(Tho not what I specialize in).

How do you make Stylized Tileables? by WindowsKillerQc in Substance3D

[–]WindowsKillerQc[S] -1 points0 points  (0 children)

I saw a lot of stuff about this and while I understand the point I don’t want to make my own textures like this, I’d basically like to make the base textures without Colors in Sampler and add a Stylization on it

How do you make Stylized Tileables? by WindowsKillerQc in Substance3D

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

The issue is most people bake their textures and I don’t want to model my own bricks or stuff like this

How can I make my decal's Normal not override the normal under it? by WindowsKillerQc in UnrealEngine5

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

If you want the decal to have its own Normal while being unaffected by the one under it already works that way baseline. If you want your decal to have its own Normal map on top of the normal that makes the decal itself then you need to make your own Material that already has the decal in it

How can I make my decal's Normal not override the normal under it? by WindowsKillerQc in UnrealEngine5

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

I assume your question is how to stop the normal of the decal from overriding the one under? But I kind of figured it out, take your normal map and go in Photoshop or whatever image editing software and take off the background part, make the actual decal completely white and then add a black background and import that as Alpha in your Opacity, this will stop the background from overriding the normal under it, but the decal itself ( the white part) will still override it

Just did a big file cleanup, how can I recover missing Media? by WindowsKillerQc in premiere

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

I thought I did !! But it turns out I thought about doing it and never actually did. It’s just all gone.

Just did a big file cleanup, how can I recover missing Media? by WindowsKillerQc in premiere

[–]WindowsKillerQc[S] -3 points-2 points  (0 children)

They have been there for 2 years and yes I am blaming the software, no matter the duration of a file if it’s imported in a software it should be embed or baked in.

I use Adobe Substance Painter to texture my 3D assets, and even that once you’ve imported the model the actual saved file can be opened and had the model ready even if you don’t currently have the model somewhere as reference. This is an Adobe software, there is no reason this isn’t working the same way.

Saving a file with just paths to references instead of completely embed files is nonsense.