![]() However, finding the right ideas and colors took a lot of studying of reference. My texturing workflow usually follows the same frame, which is Fill > Edges > Cavities/AO > Variation > Lighting/Gradients > Roughness. The only baking parameters I commonly change in Substance is disabling the ID and Thickness map (I generally never use them) and setting the resolution and anti-aliasing (2048*2048 at 2x is my default). This takes a while though you will predict and recognize these issues with experience, and get clean bakes significantly faster. Baking problems occur in the meshes used, and so I often go back and forth between my 3D package and Substance to fix topology, mesh, and UV issues that come up. Thankfully, baking in Substance is very simple, although having a clean bake is another story. I do my baking and texturing inside Substance Painter, as I like having both of these processes in the same place for speed. The Gnomon Workshop has a great Intoduction to Unwrapping in Maya, which was my personal starting point for appreciating UVs. New & Free Marmoset Toolbag Material library InspirationTuts 265K subscribers Subscribe 7.2K views 1 year ago Recently an asset library that contains 135 assets has been dropped for Marmoset. My core workflow is to Cut > Unfold > Orient > Layout, while also using Stack Shells, Texel Density, Match UVs, and Straighten UVs tools when necessary. In Maya, to avoid errors and problems, I always make sure the model has deleted history and frozen transforms.
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