Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 16 18-07-2011 , 10:15 PM
ben hobden's Avatar
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Join Date: Jul 2008
Location: Chelmsford, Essex, UK
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ah right. Im not sure I've tried that with working at, and then deleting, the higher level. I know what you mean though. I have done that with HD sculpting, and found the same thing there...once I came out of HD, the detail held better than if I had of done it out of HD.

I think I see why you'd have an issue with that area, but I reckon like you say, with proper rendering, ao, textures etc, it will blend itself in. Depends what kind of result you're going for I guess.

I find if I get lag it's usually alright as long as Im not repositioning and rotating the tool at it's highest levels. But I'll usually keep the higher levels and just go up to them when Ive got the model where I want it and want to render.

# 17 18-07-2011 , 10:31 PM
daverave's Avatar
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Join Date: Aug 2009
Location: England
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If you are going to make a normal map you can always edit it in photoshop with the nvidia plugin to fix what you do not like...........dave

Edit: the only trouble with this way is you need your UVs layed out correctly




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Last edited by daverave; 18-07-2011 at 10:39 PM.
# 18 18-07-2011 , 11:19 PM
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Join Date: Mar 2007
Posts: 1,055
hi Dave, I'm going to be using displacement maps. I may add a bump map too though for small detail.

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