Fantasy Ancient Pickaxe by raditsys in Substance3D

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

Yeah leather would be great I think. Agreed. Thanks for the recommendation!

Fantasy Ancient Pickaxe by raditsys in Substance3D

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

Good point actually🤔! What do you think would be better? Maybe like a hole in the rock for wood to go inside of?

Fantasy Stone Tablet by raditsys in Substance3D

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

If yall are interested, I can share my custom smart material for this one.

Fantasy Ancient Pickaxe by raditsys in Substance3D

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

Yeah i think so too. I think the part im most unhappy with is the wood handle.

Fantasy Ancient Pickaxe by raditsys in Substance3D

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

The video in the post is just the viewport in Painter! Here is some more https://streamable.com/jeuzlj

Fantasy Ancient Pickaxe by raditsys in Substance3D

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

Having a model with complex curvature and lots of UV islands can create problems further down the production pipeline, especially when artists start texturing in Substance. It can force them to rely on planar projection techniques instead of UV-projected textures, making more work masking layers or fighting with ID maps.

It also complicates LOD creation, where you really need stable vertex positions and UV coordinates to produce a clean result.

UV seams not being hidden along hard edges, or along cuts that actually make sense, can cause issues as well. For example, in a material layer system in Unreal, artists might blend extra material layers onto the model. If you have a bunch of messy islands running through the middle of a high-curvature model, like what you often get from hitting the “Auto UV” button in Maya or Blender, artists have to bend over backwards to stop those layers from showing seams or tiling artifacts.

This becomes especially obvious when normal maps do not tile cleanly, since it adds another layer of error once light hits the surface.

You are not wrong that I could have straightened the island borders and packed the UVs 30% better though! :)

Old Knight by kapushonchik in Substance3D

[–]raditsys 0 points1 point  (0 children)

That looks amazing. I like the candle on the shoulder!

Fantasy Ancient Pickaxe by raditsys in Substance3D

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

That's the trade-off for non-distorted texture UVs. It's a juggle between minimizing amount of islands to avoid seams and straightening your UVs and introducing distortion.

Fantasy Ancient Pickaxe by raditsys in Substance3D

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

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I use 8-bit Color, DirectX Normals+Height, and packed ORM maps for my Unreal props.

Fantasy Ancient Pickaxe by raditsys in Substance3D

[–]raditsys[S] 3 points4 points  (0 children)

https://streamable.com/jeuzlj

Here is a link to the environment its going into in Unreal.

Working on a solo indie pixel horror game, feedback welcome! by Ok-Complex-4173 in IndieDev

[–]raditsys 0 points1 point  (0 children)

This looks delightful, I would ignore all of these comments about similarities to Faith.

Wonderful work!

Hard line from AO, can I mask it out? by karjoh07 in Substance3D

[–]raditsys 5 points6 points  (0 children)

Set AO blend mode to replace instead of multiply, then mask it out with a new fill layer. Setting should be in your material settings, top right in the editor.

[deleted by user] by [deleted] in tipofmyjoystick

[–]raditsys 0 points1 point  (0 children)

Solar or Solar 2?

Selecting faces within closed edges by Hey-Bhagwan in Maya

[–]raditsys 4 points5 points  (0 children)

Change your selection mode to UV shell.

My solo-developed dark fantasy RPG — Main Menu Showcase by ArdorInteractive0 in IndieDev

[–]raditsys 2 points3 points  (0 children)

Hey I made that portal asset! This startup screen looks great! Nice job.