Hi all , it's a long time I didn't post some update of the project. So here we go ! I almost finish every objects and now I have to focus a really small objects and detail. Overall I'm pretty happy about the result ( I speaking about the objets and textures only) and now I have to make a HUGE focus on the lighting because…
You can drag and drop to the high and low slots (or any other position in the scene list). Drag to just below and slightly to the right of either, you'll see a little green highlight that shows you where the object will be dropped. If you have multiple objects/bake groups, you can use the quick loader with naming…
For the moment I'd suggest pause this project and perhaps attempt a simpler object to practice on! maybe SxS shotgun since ergonomic shapes i.e. butt-stock, tapered barrel etc... appear to be an issue, especially using a polygonal modeling workflow alongside other info that people had already shared here
Hi! I think best read up on snapping in Unity. In this case vertex snapping might be of help. You can also set the position of all selected objects on an axis and align that way. When working with modules, I would switch the tool handle position from 'center' to 'pivot'.
Hey, welcome to Polycount! How exactly was the normal map created? Was it baked from geometry, or converted from a bitmap? What software was used to make it? This looks like a tangent-space normal map, not an object-space map, so I would disregard any preview using object space. Looks like you are viewing this inside…
IMO a group behaves as an object in 3d max while collection is just an attribute, a tag of a sort . One object may be in many collections at the same time . To have collections behave same way as a group in 3dmax you can use join geometry node in Blender . Or just output collection in geometry nodes , it would became a…
there are more reasons that could cause this error... mudbox is storing uv data also in the shader... if one shader is shared by multiple objets... he will try to load uv tiles also on object that dont have tiles cause the shader is telling him there is someting on those tiles... also the gigatexel engine is could cause…
I feel the synthetic feel in games and 3D in general has two main causes: - Lack of technical capacity of engine (or performance and time constraints when authoring) Engines are very good at displaying an staggering amount of tris now, have better lighting solutions, high resolution textures and more. Yet as pointed out…
Hello m4dcow, Thanks for the help. I actually do not use lightmaps. I simply wanted to collapse a bunch of objets (second uv channel) into the first one. Reason being, that I am working in katana and the alembic format can only support one uv set at the moment (as far as I know) so having the uvs on the second uv channel…