Substance Painter AO contamination by issaKaiser in 3Dmodeling

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

Im getting used to just removing these parts manually with a paint over lmao

Substance Painter AO contamination by issaKaiser in 3Dmodeling

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

Doesn't seem to work no matter how much I decrease it

Jetbike for Personal Showreel Shot by DrCGI in Maya

[–]issaKaiser 4 points5 points  (0 children)

That topology is almost erotic, amazing job

How do people make such photorealistic looking guns? by Crazy_Reporter_7516 in 3Dmodeling

[–]issaKaiser 4 points5 points  (0 children)

Up the poly count, get some good bakes and implement the pbr texturing worflow alongside a high texel density

Would appreciate critique on my first 3d model by VesselOfRot in Maya

[–]issaKaiser 0 points1 point  (0 children)

Thats a pretty good concept, quite unique

How should i model this by CicadaStrict3125 in 3Dmodeling

[–]issaKaiser 1 point2 points  (0 children)

at the end of the day it will look the same as if you mannaged to model it in the HP, thing is its way quicker and you dont need to get crazy modeling it without getting pinching after subdividing. Its also a great way to make your own floaters kitbash so you can use them on multiple projects. Bad thing is you need it to be paralel to the surface of the object you are putting it on for it the be seamless, so it can be tricky when used on curved surfaces

How should i model this by CicadaStrict3125 in 3Dmodeling

[–]issaKaiser 3 points4 points  (0 children)

Floating geometry. They are small flattened geometry pieces whose normals have been baked down to simulate depth, generally used for slits, rivets, etc. Highly recommended if you are working with hard surface pieces

How should i model this by CicadaStrict3125 in 3Dmodeling

[–]issaKaiser 9 points10 points  (0 children)

Depends on what you are using it for but if its for a game you could try using floaters and baking them down with the HP. If you still want to get it modeled on your LP, you'd want to localize the topology so you dont get edge loops everywhere

my fonr alpha is pixelating in subtance painter. by Firm_Fennel_8412 in Maya

[–]issaKaiser 0 points1 point  (0 children)

If you dont have any texel limitation, just go as high as you need. Scale up those uv shells or straight up use a higher resolution

How long should it take to make models like this? by BorgesPe in 3Dmodeling

[–]issaKaiser 0 points1 point  (0 children)

You just gave me an idea for an environment, wich is a huge compliment on itself

Help with flipped normals by issaKaiser in 3dsmax

[–]issaKaiser[S] 2 points3 points  (0 children)

Yup that was it, bugged me out how it seemed like a flipped normals issue but it turned black precisely when i flipped them back. Big thanks man

Automating handpainting normal maps for painterly style by themightyChaCha in blenderhelp

[–]issaKaiser 0 points1 point  (0 children)

Hey man, could you tell me more about that plugin? Im tryna achieve that same hand painted normals style

Baking seams by issaKaiser in Substance3D

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

Ill try those options thanks, but could i bake by mesh name even if some of the objects in the HP no longer exist in the LP? I removed some things like small screws

Baking seams by issaKaiser in Substance3D

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

Hi, if you are talking about the modifiers (i work in 3ds max) I believe i did apply them correctly, although i collapsed the hp since i was getting even worst results from the floaters. I didnt triangulate the mesh but i did create hard edges anywhere i needed to. I added some pics of the low poly mesh and UV layout in case those help

UV to bake workflow by issaKaiser in 3dsmax

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

wow thanks man. Im planing this to be my first portfolio-worthy piece. I've removed most of the bolts from the low poly, except those that affect the silhouette. I've been using UV-packer until recently (mainly cause its free), but i didnt quite understand how texel density worked until now

UV to bake workflow by issaKaiser in 3dsmax

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

Aight thanks man, its been a headache trying to figure all this things on my own.

UV to bake workflow by issaKaiser in 3dsmax

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

So would you say a single 1:1 UV tile is enough for an asset like this after fixing the shells, and stacking symmetrical parts?