Hi all — looking for thoughts from experienced artists and technical folks on a workflow challenge I’ve been thinking about. I’ve been examining common pain points when moving assets between Blender and Unity, especially around: * Export pipelines (FBX/GLTF) and unexpected mesh transforms * Scene hierarchy handling and…
NOTE: Have an unadulterated disgust for ai slop and every sentient being connected with it however if this amoral effluent remains within the sewer pipe polishing turds, well itself although a particularly polished one happens to surface...who am I to judge! or indeed hit flush o_O Don't get why Greg keeps falling over...?…
You shouldn't have to retopologize if you make the details more visible in the high poly, which is where the problem lies. Your crevice walls should be diagonal instead of perpendicular to the outer surface. In regards to Neox's pictures, he didn't post any. The lines you see are visual representations of a surface cross…
Generally, I like to match the roughness with a constant value to photo/video reference, and then figure out a minimum and maximum roughness and how much contrast it has in the roughness. Obviously dirtier or more varied surfaces have more contrast and variation in the roughness. Places where people might touch the surface…
type in viewmode wireframe or viewmode whatever type of mode you want to view in here's a list of viewmodes taken directly from the udn * BRUSHWIREFRAME Renders scene in a wireframe view showing brush edges. * LIGHTCOMPLEXITY Renders scene using a special shader that displays the complexity of the lighting on (number…
If by 32 bit you mean 24 bit color with 8 bit alpha/transparency, then I have something working. Also, if you're wondering about a file format, .tif works fine. Its lossless and supports alpha channel transparency. Here is how you will have to set up your render layer for a depth pass with transparency though: Step 1 -…
>The points system it self is confusing May I ask what's confusing about it? From our perspective, it makes quite a bit of sense: 1x1 surfaces = 1 point 2x2 surfaces = 2 points 4x4 surfaces (coming soon) = 4 points 3D assets: varying points, generally 4 to 6 points Generally speaking, each surface is roughly $1 to $2 in…
@v13r1 Hi! Congrats on finishing the crate. Some aspects I think can be improved: - It looks to me like there are some hard edges breaking up the shading in some places (prominently along the wide beveled corners and the look mechanism). I'd keep in mind that while UVs need splitting along hard edges, edges at split UVs…
Floaters 101: You need to have an "outline" loop of polys around your floater that lays parallel to your base surface. Around curved surfaces, your floater's "outline" needs to match the contour of the surface as well, again it has to be parallel to the surface. For floaters, the goal is too look seamless from a certain…
So I've been trying to improve my stone sculpting on a stylized level similar to Fanny Vergne and orb and I was curious what it was that I could do to get the surface detail to more closely resemble Fanny's Surface detail on her stones. Mine: Fanny: I like how she stays stylized but also implements some realism, I've found…