I have just changed hosting company and I am in the process of setting up the site in its new home. As with all moves there are bound to be a few articles that go astray in the moving process, so please bare with me while I tidy up all the loose ends. This site is available as https but doesn’t have a valid certificate yet, so expect warnings and errors. For the time being at least I would recommend using http. Thanks for calling by.
I work with lots of different image formats in my work and I often need to quickly view them in one program and then edit in another. The context menu in Windows 10 allows you to pick, initially, an Open with program optionally. It doesn’t easily allow you to pick an Edit with program. To this end I did a search online and found this recommended, tried it liked it, and so I am sharing with you. Continue reading “Default Programs Editor”
August was a very hot month here in Brandenburg/Berlin and it really hit my productivity my modelling Mojo was at rock bottom. Towards the end of the month it cooled a little for some days and I managed to get my little Mech Mini modelled. Finally finishing the textures at in the last days. This month I have decided to dedicate two weeks at least to creating some Substances in Substance Designer. A program I used a lot before I caught the Painter bug. In the last months the program has been improved and refined a great deal and I have seen some amazing results online. I am therefore inspired to see what I can achieve and how quickly I can get back up to speed. So until October I wish you all a great September.
I really enjoyed modelling the last Diecast model of the Dinky Fire Engine and I think I will do another later on. So I have been looking for some idea and this is what I have found that interests me at the moment. The reason is simple my grandson loves tractors and fire engines, so as I have already done the engine I think I will be doing a tractor next. This is a place holder piece for any reference I find, most of the images are online and assumed to be in the public domain therefore mine; no breach of © intended so if you can prove they are yours and you want them removed contact me and I will be happy to do so.
Here is a nice article on PBR workflow and in particular the conversion of non PBR assets, from Marmoset:
Tutorial: PBR Texture Conversion
By Joe “EarthQuake” Wilson
In this tutorial, I’m going to demonstrate how content created for traditional shaders can be converted to PBR shaders, how to convert content from one PBR workflow to another, and explain the various differences in modern workflows.
Update: I received an answer from Allegorithmic which explains what I was doing wrong and how to connect the nodes normally.
Thanks for reporting this issue. The connection problem happens because of the material modes (standard and compact). If you hit the 1 key to place the graph in standard mode, you can make the connection.I seem to have come across a bug in Substance Designer’s Curvature Node, which I have reported to Allegorithmic so it may be resolved by the time you read this. I am unable to connect a Normal Combine (or levels see video) Node to a Curvature Node manually. I have found a work around that seems to work and I show it in the video below, basically you add the node automatically by selecting the output node node first and adding a levels, which can later be deleted and reattach, a little long winded but it works. As I mentioned I have reported the bug but until it gets resolved this solution will allow you to carry on regardless.
The last months I have been working through the tools on Allegorithmic’s Substance Painter and Substance Designer and how to use it in conjunction with Blender 3D So far the main conclusion I have come to is it works and works pretty well, there are a couple of caveats though, these I will go into perhaps in a later post. The main thing though I will mention here is to ensure you export the model in either OBJ or preferably FBX (the reason for this is OBJ doesn’t update in Substance Designer automatically). The settings for the FBX export are fairly straightforward and I came to them with a little trial and error. Continue reading “Discovering Substance Painter part 1”
Tutorial: PBR Texture Conversion By Joe “EarthQuake” Wilson In this tutorial, I’m going to demonstrate how content created for traditional shaders can be converted to PBR shaders, how to convert content from one PBR workflow to another, and explain the various differences in modern workflows. This tutorial is intended for intermediate to advanced users, so be sure to read the previous two PBR tutorials that Jeff Russell and I wrote as the base concepts are explained in great detail and may only be briefly mentioned here. Basic Theory of Physically-Based Rendering – By Jeff Russell Physically Based Rendering, And You Can Too! – By Joe Wilson