If you don’t like something, you’re always free to simply ignore it and move on. Or better yet, give some constructive criticism how it could be made better.
Hey, really love how this looks and am considering getting it! I have a few questions about this (though maybe not all directly related to the tool?).
How would this integrate in a workflow with an external texturing program like Substance Painter? I'm also curious what you meant by a midpoly + decals workflow exactly.
I haven't seen a whole lot of behind-the-scenes stuff in professional models for games, and was wondering if a typical mesh would have that many decals (vs a traditional bake to texture), though I understand this is an example scene meant to show the versatility of the tool (which seems amazing!)
Functions like parallax occlusion mapping work in both Unity and Unreal?
And lastly your Maya viewport looks really good, how do you get it to look like that?
Right - re-setting the mean radius to 1 did work. I didn't know that was necessary I guess. I thought re-setting scale in object would take care of all scale issues. Thanks for the help!
Hi! Once you applied the circles' scale, make sure the points' mean radius in edit-mode is 1 (might be 3 in your case):
edit: using "Apply Scale to Deltas" seems to apply scale while keeping a mean radius of 1. But I don't know what else "Apply Scale to Deltas" does, so best test/read up in the documentation
breaking my work up into smaller chunks and committing them piece by piece resolves the perforce issues - it's just a pain in the arse to do it. the problem i face now is that unreal seems incapable of loading all the files it's generated so it looks like i'm rolling back commits until it unfucks itself
I'm sorely tempted to go back to 4.27 at this point - 5 remains a joke
Top to bottom: - Base lighting - Shadow casting disabled. Since there are not any other objects in the scene to cast shadows on the hippo, this simulates turning off self-shadowing. With no self-shadowing, the body doesn't shadow the legs, the upper jaw doesn't shadow the inside of the mouth, the back doesn't shadow itself from the rim light, and so on. - Shadows enabled again, but light width and shadow offset have been adjusted similarly to the last post with the spheres.