SerQ 🔥
Serhii Solo
Dnipropetrovs'ka Oblast', Ukraine
Believe in your dreams so they believe in you too


Believe in your dreams so they believe in you too


Currently Offline
nox Jul 9 @ 11:39am 
deagle pro
glebsar77 Jul 6 @ 6:25am 
+rep
skqød Jun 28 @ 5:28am 
top 1 scammer in steam
Ivy Jun 28 @ 4:50am 
add me
Wardru Jun 15 @ 1:25pm 
Thank you very much for your reply!

1. you don't need to separate the borders with a metalness map, let them be the material they are on.

What I meant is that in substance painter, imagine I have a base metal on my gun, so my metallic is 1. If I paint a layer on top that is not metallic, I would still have some blured edges because the alpha is never really black and white. So some parts of the metallic map will be gray because of this. My question was, should I avoid this ?

2. UV islands have nothing to do with the Metalness map.

I know, I didn't explain well. What I meant is based on 1., if indeed the metallic map must be binary, it is not really possible to mix 2 materials (one dielectric and one metallic). Some parts need to be fully metallic, no extra none metallic effects on top, some parts must be full dielectric.

I hope it's more clear, thanks for your time!
Wardru Jun 15 @ 5:40am 
Hi, I'm new to skin creation and had a few questions I wanted to ask you.
I ended up posting a comment on your PBR validation tool.
Really appreciate your contribution to the community! Cheers