It looks like padding just doesn't get displayed in Painters 2d/UV view. The actual baked map should have padding based on the dilation value set, so ideally no tweaks outside of painter should be necessary (which would have to be repeated on each subsequent bake when UVs changed). What does the baked AO map look like? I…
streaming and virtual textures, while very nice are not relevant to this issue The spline system seems to work fine on my large nanite landscape (10x15km) and while it's a little clunky I can't say I'm having any major problems with it. I'm not building anything as dense as New York though. Your biggest problem with…
Playing around more with resolutions. Whether it's high or low, I feel like I'm stuck. I just can't quite get it right. The difference between my work, and better ones I've seen is, I'm just not establishing the planes properly. They're so important in making it look solid, and I'm just not quite getting it right. It's…
Thanks kanga, I am currently doing Stylized Charcter creation course with Weston Reid I will get better, one day I will get there! I am doing Rafa Souza anatomy classes too, he is the best in america latina, so I am good to go.
With a lot of things happening with moving and getting ready for my internship, this was what I was able to do before the hand in. Will of course continue on this while working and get it to a satisfactory level, especially want to get better at painting the metal and jade. Going to continue this thread until it is done,…
I have been working on this cat for printing for some time and I just cant get the anatomy forms right, especially the front legs. This is my first time creature sculpting. I wish to get some feedback here on how it could be improved.
Just posting in-case you missed it: http://wiki.polycount.com/wiki/SubdI myself use many different ways but mostly zbrush remesher as a base then edit it in topogun(when testing animations and prestarting textures, "to get ahead" on them, saving them as a substance smart mat.)
pior's examples of gradients and universal palette inspired me. Here is what I've come up with for now, it might actually just be what I stick with. Since the motivation for this isn't to fit the game onto a floppy disk, but rather just for workflow simplication, here is a texture that works pretty well and gives you most…
yep. to add.. Behaviour appears to change in synch with mips in the virtual shadow map - there is actually a distance where the artefact isn't visible. The patterning of the artefact does look similar to the artefacts you get with two sided ray-traced shadows on nanite objects