4 ms·
> layer system is truly baffling In my opinion, that can be no easy use of a 3D painting app. 3D painting is inherently complex. Firstly, there are the many co
by Daub 4y ago
> layer system is truly baffling
In my opinion, that can be no easy use of a 3D painting app. 3D painting is inherently complex. Firstly, there are the many component layers of a material; roughness, bump etc. Then there are the baked Maps which are employed by the app in order to Define where the textures are going to be wighted. for example, the normal to Define dust falling from above, the ambient occlusion to Define dust falling into crevices etc. These are, effectively, masks. Add to that are the blend modes using which these layers are all combined. For example the ambient occlusion is combined with the color through a multiply blend mode. In summary, painting a texture on a 3D object is truly a pan dimensional problem.
Should you wish, Read our teaching material on Substance Painter here: https://rmit.instructure.com/courses/87565/modules#module_749874 https://rmit.instructure.com/courses/87565/modules#module_74...
- 0x69420 4y agoi find the layer system in, i.e. blender layer painter to be perfectly sensible; this should be the case for anyone who's had cause to work in separate RGBA channels in normal graphics apps i more meant the interface to armorpaint's layers is borderline unworkable. it feels like the no-man's land of having a floating selection above an active mask in gimp, but for the entire layer ui