Hi there, i would like to open this topic to talk about some workflow that i think about during a texturing character video game creation process. I rather work as sculpting/painting on Zb, fix some maps on photoshop and use the shadering PBR with unreal engine 4. My questions are : Why, during my workflow, should i use…
Good question! So, with custom normals, we generally bevel a TON. So if I find it necessary, I can get a completely useable curvature map from my low poly model. If I didn't want to do that, and the model had the bevels to support it, you can easily vert paint details in and modulate the vert painting with a mask to…
So I've planned to make my first scene and i wanted to post updates to get tips and critique from you guys. I didn't put it in 3d art showcase cause i foresee this post being a lot more of me asking questions when i'm stuck on something (i will probably post a showcase when done). So my plan for the scene is a lone…
Hi guys n gals I have a 'question' I need some advice shedding on.... Basically for the past 4/5 years I've been used to making terrain in easy gen / unreal ed by either using height map and editing tools. This year a couple of us are trying to make our own engine and what not and would very much like to include terrain.…
Hello, I was wondering if anyone else has been having the problem I've been having. For some strange reason every now and then when I build lighting for my environments in the Unreal Engine 4 my computer will randomly act like I hit the sleep button (sleep is turned off on my computer, and its done it both while I was…
Hey everyone, This is my first Polycount thread so please bare with me. My name is Zack and I'm a student at Teesside University. I'm currently working on my final year project. I have 3 months to complete this project, at the time of posting this I have 5 weeks are remaining. The project is a 3D recreation of a room…
Hello all. So I'm trying to figure out how to texture pack correctly in Substance Designer so that I can use a combined rgb map (roughness, metallic, and AO) inside my project in Unreal Engine. I did some research and found that the RGBA Merge node is perfect for this. However, I don't think I'm using it correctly inside…
Here is some of WIP project in Unreal Engine 4. I'm working alone on entire of this project. Screenshot for Old street with the protagonist. For cover art. Far distance Level of Deteil Hair - 7k tris - Custom Hair shader, enhanced from Epic's photorealistic material setting. Trench coat - 10k tris - Custom cloth shader for…
Hello! I was looking to add a bit more realism to the skin materials of my game, Kalyskah. So I was looking for a character artist that is familiar with the process of creating a skin shader with wrinkle maps that can be driven by the animation curves (for vizemes and facial expressions). Other improvements on the…
As far as I know, it depends on the size of the model. If it’s a large mid-poly object, it’s often textured using tiling textures and masks instead of unique texture maps in order to achieve higher texel density. Another reason is VR projects, where it’s generally better to rely on actual geometry. I’ve also noticed that…