Hello there, for my current project I plan to use fibermesh in Zbrush to create the textures for my hair cards. I got inspired by this tutorial https://www.artstation.com/artwork/yb1b89 to use fibermesh to create the textures, and so far I really like the results. But how would you advice to generate good normalmaps for…
Here's an example from my own work. This is the exact same game level, just tweaking the camera angle and materials and color grading to get different "looks". It's actually a ton of fun doing this, because all the content is made already. It's just putting a fun spin on it all to come up with something nice to look at.…
Thanks for the feedback guys, @Orbit your model and its textures look great. Think the thing that threw me off with the roughness was the studio environment map I was using in SP had an overall very soft lighting which gave model a rougher look than it inevitably did in Eevee and Sketchfab. The quick fix is layer on top of…
Hi, still busy with testing stuff here. Question what If I delete the hidden poly's/caps of the cylinders that aren't seen any way to save on uv space. I'm baking with match by name in SP so NO AO baking problems. I still think you can prototype shapes much faster also the unwrap is much faster. I think it should work…
If there are errors or the GPU flags something it will fail and revert to CPU. Output out the log from within SP and have a look in the text file for errors. This was happening to me because I had set the displacement subdivs way too high by mistake and the GPU ram maxed out without me knowing. I was able to see this in…
You seem to have multiple issues.. maybe even gamma in max. To see if you get a correct output from sp you should simply check the textures. Do they match with the 2d-view in painter? Just check with your eyes. They should be more or less the same. You might want to use an image viewer too. I doubt painter is saving…
I just meant i will use this mesh now as it is and continue with the texturing before the trial of SP ends, so that i can once finish a whole process for game character ;) It is funny how different we read the concept because i thougt the jacket would just be one material, i agree with you it is like the artist was unsure…
I mean not non-square, I mean any texture with inconsistent texel size , in some UV island square , in another one stretched or upscaled. In fact I have to use consistent texel size because Quixel and SP both force me to do so. With a kind of hi res "master file" and then do another "optimised" unwrap to re-bake into. But…
Awesome thank you so much for response and rapid solution. Confirm fix works here too. I did try and drop you some cash via gumroad to help support further development but since I had already downloaded the plugin for $0 :| a while back I could not pay for something I have already "purchased". Do you have a PayPal account…
Made a decent start on textures, got the UV2s for the wrapped tape sorted so I can make an emissive for it later: Still have some tweaks in Photoshop to do with these textures: * Caution Tape textures are super-early WIP, obviously * Wire from the battery needs texturing, I added the wire after assembling the mesh for…