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.