Not a single pixel on this is hand painted. Everything is procedurally generated and no stock maps were used.
Here you can have a look what it looks like in Substance Designer.
f1r3's 3D smithy (occassional 2D)
- f1r3w4rr10r
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Re: f1r3's 3D smithy (occassional 2D)
Last edited by f1r3w4rr10r on Sat Aug 30, 2014 5:13 pm, edited 1 time in total.
Re: f1r3's 3D smithy (occassional 2D)
hi hi
Well, I was mostly just curious how it handled texture seams not aligning, as those are always a problem for me, but I guess it just gets it close enough.
Well, I was mostly just curious how it handled texture seams not aligning, as those are always a problem for me, but I guess it just gets it close enough.
- f1r3w4rr10r
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- Joined: Wed Aug 01, 2012 11:26 am
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Re: f1r3's 3D smithy (occassional 2D)
The procedural generation of Substance Designer handles it pretty well, since most maps are based of baked information (which is already almost seamless to begin with).
Substance Painter even has a function that applies the same brush to the other UV shell on the other side of a seam as well. Almost as if they were just stitched together, it's really handy.
Substance Painter even has a function that applies the same brush to the other UV shell on the other side of a seam as well. Almost as if they were just stitched together, it's really handy.