Having any hard edges creates seams in the final render, but softening all the edges creates gradations like you have in your render. Now for the bad news, as far as I can tell Arnold can't correctly render a tangent space normal map in Maya unless you soften all normals. In Maya you must use that exact same mesh, the triangulated one to apply the normal map to so the triangle direction doesn't flip. In substance make sure your mesh is triangulated before you bake the normal map. We prepare a lightRig base of our HDRI in Substance Painter.The issue you're facing is because Substance Painter uses the Mikk tangent space and Maya viewport and Arnold use something else. In Maya, we connect all our textures from Substance Painter into the "AISurfaceShader" in Maya. Having obtained a very good base for our cyberSoldier head, we add more intricate details and then export the textures for use in Maya/Arnold. "Generator" is a powerful tool in Painter and we explore it a bit more with the maps we created.Ĭlass 8: Adding more details in Substance Painter Working with our cyberSoldier head, we work through the workflow in Painter. With our cyberSoldier head ready to go, we bake and export it for use in Substance Painter.Ĭlass 6: Substance Painter Basics, Part 2 Preparation of our cyberSoldier head in Maya and exploring how "Material Blend" and "MultiMaterial Blend" work.Ĭlass 5: Substance Painter Basics, Part 1 The basics of the Substance Designer interface and an overview of the concept of procedural texture in Designer.Ĭlass 2: Substance Designer Basics, Part 2Ĭontinuing exploration of the interface and nodes as well as digging into the "mindsight" of using Designer.Īdding displacement, normal maps and fractal noise to build-up complexity to obtain a more sophisticated texture.Įxporting an asset from Maya to Substance Designer is essential for CG artists. Class 1: Substance Designer Basics, Part 1
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