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phrase

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Everything posted by phrase

  1. There are two PBR workflows - metalness/roughness and specular/glossiness, so don't really understand why for Unreal Engine they are mixed. In 3d-coat you work metalness/roughness workflow, but when done you can export your textures in specular/glossiness workflow. There's a PBR guide from Allegorithmic: http://www.allegorithmic.com/pbr-guide
  2. Mari doesn't even have Symmetry painting because of its canvas painting approach. Also it needs quiet good PC to run well compared to 3d-coat and Mudbox.
  3. It looks like a problem with normals map. Maybe converting it to simple height map will help.
  4. Is it possible to introduce angle input for "Fade on Edge" brush option so it will work like Falloff in Mudbox?
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