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Messages - dianmozokov

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Substance PainterSubstance Painter - Showcase - Re: Game Ready Buildings (VR)
 on: January 08, 2018, 04:09:45 pm 
The Soko 2 is base on modular pieces which I have already created for Soko 1 building. The two building share the same texture set and material.

Substance PainterSubstance Painter - Showcase - Re: Soko (Warehouse)
 on: January 07, 2018, 10:58:12 am 
Another building is done:


Substance PainterSubstance Painter - Showcase - Game Ready Buildings (VR)
 on: January 06, 2018, 02:33:24 pm 
Here is some of my latest work which I have done for future game project. I'm using the Modo for all of my modelling and UVs stuff and the Substance Painter for texturing part of my work pipeline. Rendering of final models is done in Marmoset Toolbag. Also you could check every of my buildings with Marmoset viewer at my ArtStation page.

Thank you, maugerpierre, appreciated your comment. Currently I don't have another finished model which match this type of stylization, but you could check my ArtStation for few other project I have completed.


Thank you.

Substance PainterSubstance Painter - Showcase - Imperial Chest of Conquest
 on: April 22, 2017, 07:48:31 pm 
This is my latest project I have completed using SP and Unreal:

The Imperial Chest of Conquest

Substance PainterSubstance Painter - Showcase - Re: Runic Floor
 on: February 24, 2017, 12:06:10 pm 
Hi, zurhoch

Here is the low poly mesh which is suitable for game engines with 336 tris:

The wireframes


Substance Painter textures

You can refer to my original post for beauty renders of low poly mesh. It is labeled as Game Edition.


Substance PainterSubstance Painter - Showcase - Runic Floor
 on: February 21, 2017, 12:16:13 am 

Using SP as main tool for all baking and texturing task for this project. The retopology of the high poly sculpt was done in Modo.


This is my latest asset created for Unreal Engine. The fairy treasure chest is suitable for any sort of medieval/RPG style game.

Below are Iray renders:

...and fairy chest in action:

Thanks to James from Sketchfab staff:

Hi Dian,

Sorry about that. We introduced a bug on our end. We'll get it fixed as soon as possible, and here's a temporary workaround:

    go to 3D settings
    add ?process_material=1 in the url (after /edit) and reload the page
    Save the settings

It should call the texture autosetting and set everything :smile:

Trying to upload my model through SP Sketchfab exporter, but without success. Model is uploaded to Sketchfab with strip off textures and need to be assigned manually which is tedious to do when you moment to check my files....150 textures maps! I did several tests with less complex model, but same problem occurred. Even did test with simple cube mesh with fill layer in SP and exporting with same unpleasant results! Please assist to resolve this issue. Last version of SP in using.

Thank you in advance!

Best Regards,
Dian Mozokov


How to achieve such presentation of channels map shown below in SP, without any post work?

Thank you Wes for your help!
I changed the Specular to sRGB. It needs to be sRGB as it contains color.

In fact it was the first setting changed, but with no success and that's why I am asking for your help. Even after reviewing update file that you send me back and ensure that noting is different from original one, still cant manage to get same render result compare to update file you provide  and my file. After deeper inspection i did not have any choice left... and delete all and start fresh setup of shader and textures.
Probably it was some kind of bug, because after fresh start and setup all as should be, everything is working fine now and i am able to reproduce desire effect and same result with metallic masking settings.

Thank you Wes for update guide for Modo 901!

And here some test i made with masking (first image) and only Specular effect without masking.

Best Regards,
Dian Mozokov

Nice, Wes

I am awaiting your reply :).

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