It has one or two minor problems in texture painting. especially we can't move the objects by hand we put on the layer. after these minor problems are solved, it is definitely a much more effective program than substance painter. I'm sorry for Keyshot, I definitely don't need Keyshot anymore.
Can u please make an advanced tutorial for substance designer showing only like how to achieve forms like realistic cliff , or ornament shapes or anything shape related and then also showing different color method and the different ways to achieve forms and height buildup and variations in designer
@@MehdiBeheshti-mirage3dart That's interesting, may you explain why? I've been playing with bevel shader for weapon parts and accessories, as you said just for smoothing edges. I'm still trying to learn when is best case to use it and when to avoid and spend extra time creating high poly. For hero assets you mean well detailed assets with scratches, dents, not regular/smooth surface? I'm just curious and trying to learn :)
Great update vid! Thanks for sharing it!
Why I have a feeling that Adobe will buy Toolbag as well....? Thanks for a video, was informative
Great we need to share how to render realistic cloth with lightning and camera thanks
Remember, you have a setting in the Edit>Preferences to have interactive baking default to Offline.
It has one or two minor problems in texture painting. especially we can't move the objects by hand we put on the layer. after these minor problems are solved, it is definitely a much more effective program than substance painter. I'm sorry for Keyshot, I definitely don't need Keyshot anymore.
Can u please make an advanced tutorial for substance designer showing only like how to achieve forms like realistic cliff , or ornament shapes or anything shape related and then also showing different color method and the different ways to achieve forms and height buildup and variations in designer
One question. So you can bake bevels without high poly. It means you dont need high polly at all or what?
If the highppoly is justfor smoothing edges, yes. I strongly suggest not using this bevel shader for hero asset
@@MehdiBeheshti-mirage3dart That's interesting, may you explain why? I've been playing with bevel shader for weapon parts and accessories, as you said just for smoothing edges. I'm still trying to learn when is best case to use it and when to avoid and spend extra time creating high poly. For hero assets you mean well detailed assets with scratches, dents, not regular/smooth surface? I'm just curious and trying to learn :)