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Creating a Fast and Simple Soccerball Shape

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The video version of this tutorial can be found at: Youtube: https://www.youtube.com/watch?v=-NhuwZ8ARAw Vimeo: https://vimeo.com/348935375 In this tutorial, we are going to quickly make a simple soccerball shape. First, create an Icosphere with 1 subdivisions. Next, we create 3 material slots with the following materials: Slot 1: Hexagons Slot 2: Pentagons Slot 3: Borders The order here is important, and set the materials to different colors. Also, we set the viewport shading mode to Look Dev, so we can see the material colors later. Now, to create the Pentagons, add a Bevel modifier with the following options: Only Vertices Material: 1 Set Width so that the hexagons and pentagons are roughly the same size. Next, to create the borders, add another Bevel modifier with the following settings: Material: 2 Set Width so that the border isn't too big. Now we are going to start on making it round. Add a Subdivision surface modifier with the followi

Solving Pixelated/Stairstep Artifacts in Exported Substances

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Not an article kind of guy? I understand. Here's the video version: Youtube: https://www.youtube.com/watch?v=kYYox24vKzw Vimeo: https://vimeo.com/285196304 Peertube:  https://pe.ertu.be/videos/watch/45cb4ce2-88b8-4486-8f31-8cf8f0c9bc77 I was making a 3D wood procedural in Designer to use in Painter recently. To make this, I used a position map. Everything looks good to me in Designer... So I put the substance into Painter, and... Gah! Everything's blocky! How do I fix this?! The Solution In Designer, select your input nodes (usually position and normal maps), set the Output Format to Absolute, and set the Bit Depth to 16 bits. Now export again and the stairstepping should be gone. Why does this work? Because input nodes usually default to 8 bit, which is too low for maps like position maps. So we have to set it to 16 bit.