I asked chat GPT to make me script using same idea. Packing matID as UDIMs pattern 4x4 first then normalize for selected objects . Took it seconds and it understand the idea quicker than a typical programmer adding extra helpful features I have not even thought about like working with 12 materials and doing 4x3 pattern .…
You've got two primary problems: 1. You don't have enough faces to represent the curve. Normal maps do a good job of faking smaller details but they can't fake the silhouette of an object. 2. Your low poly mesh entirely encapsulates your high poly mesh. This is a common mistake, what you really want is for your low poly…
Thanks to everyone who applied—really appreciated the portfolios. The role is now filled. Project Indie mobile game (solo developer), fixed-price contract; modeling +
texturing only (no rig). I’m developing a mobile puzzle game in Unity 2022.3 LTS (URP). I need a stylized-but-believable
marmot character (red with blue…
Finally got back to 3d modeling again lately. While looking at this old artwork I finally decided to apply some of the feedback I got from you guys mainly the proportions. Didnt redo the armor as that would take a lot of time what with baking and texturing and stuff. I instead reworked the face, old face was quite bad…
(not mine, came across this and thought i'd share) http://hocuspocus-studio.fr/tools/product/meshinsert/ Features : * Main Path and quick subfolders access. * Create & share your own Assets library. * Quick asset export. * Visual library. * Resizable window and icons. * Automatic Filtering depending on your face selection.…
In response to Vig: <u>Core functionality</u> "History stack": please don't call Max's stack a "history stack", because it's not - it's a modifier stack! Maya has a "history stack", but it is far less flexible than the Modifier Stack, and I've noticed that when objects build up a big history you have to delete it all to…
FACE AND EARS In order to model the face I initially took a picture of my own face and imported it into Photoshop to allow me to draw the appropriate Topology ontop of the image, making sure I included loops where necessary and the face generally has good flow. Once this was completed I was able to import the image in 3Ds…
The difference in green channel value you are seing is probably coming from a confusion of terms. "Bent" normals refers to a technique that fakes some extra shading by bending the normals in a way that is not just related to the surface of the high, but also to cavity information. That way when light shines down an object…
I am trying to transfer a texture from one UV set to another the second one have multiple tiles. I can't seem to be able to do that maya doesn't seem to recognize that I have multiple uv tiles. I tried to transfer maps it transfers the maps correctly but ignores multiple tiles. I tried wrap image it gave me a faceted…
I have this very simple mesh with a floating geo I don't know why the normal map bake is warped, it's just a flat surface. I can't really make it more flat lol I can turn off the average normals, but imo I shouldn't have to when the normal is just 1 front facing polygon face. And turning off average normals ruins the rest…