hello Alexander, I really loved your these draw works. I loved cathedrals too.I started 3ds Max new. And I really really want to meet you, if you wanna to do. By the way, my name is Duacan, from Turkey. also Im working for learning and speaking German. Cause Deutschland is the my first country for living. Whatever, take care yourself, Tschüss. insta: 06optimusprime06
nice blog but here is the thing, what is wrong with overlaping uv's and mirroring them, what are the cons of overlapping them and why is this method better in the case of uv? thanks
Thank you @Fcardoso The volumetric light is available in the latest 2018.3 beta. In the visual environment setting, there is a new option to select Volumetric light fog. The screen I shared is from 2018.2 during that time I was using a script to enable it :)
As you might have noticed, Algorithmic has finally launched Substance Designer 6. It’s a powerful new release that has a lot of updates and cool features. During a period of time, some prominent game artists had a chance to check out this project and figure out the perfect way to use the new technology. Now they can finally share some of the things they’ve created with SD6.
In this post, we’ll show some of the astonishing work Mark Foreman has done with SD6. The biggest feature here is the introduction of architectural elements. With the clever manipulation of the graph, you can literally build very complex stones, bricks, and stained-glass windows.
A Substance for generating a Gothic Rose window bedecked with Roses. The graph could now quite feasibly be modified to generate variations of the architectural elements, then used to create a whole texture set.
I made a lot of use of the new Curves node which proved invaluable for creating the carved masonry. A lot of the shapes I made with the Curves node would have been practically impossible with simple gradient adjustments, or at the very least a lot slower to perfect. The text node made adding flavour with the inscription a breeze.
Apart from an imported bitmap for the Substance “S”, everything was created entirely inside Substance Designer 6.
Mark Foreman, CD PROJEKT RED
You might say it’s insane. It is. It’s insane.