Today I created some decals for fallen leaves, these decals that can be used for road curbs, buildings or any other objects which could Leaves is, as the screenshots show the process of creating these decals First, I created a set of separate leaves Then I created a large group of leaves and dropped on the inclined plane…
Yeah, pretty much, you need to preserve UV's, and if you have a bake with hard edges it's get a little complicated because it's harder to remove edges but keep hard edges and UV borders and general silhouette...so in some cases an automatic method will not work at all, you'll have to go in by hand and also delete small…
The best way to not have to unwrap each LOD would be to create the lower LOD by cutting manually geometry from the highest LOD already unwrapped. So no need to unwrap as long as you don't remove an edge on a UV border. And no need to redo any bakes and texturing. Now, If your LOD are different models, there's not much you…
cool! looking forward to seeing more. i messed around with this technique 10 or 15 years ago. i first drew some really simple linework in photoshop to establish were some of the main details would be, like eyes and mouth. i printed that out with the uvs and traced the details and uv borders really light in pencil. i inked…
Hey dude, Your substance stuff is really nice, but I do agree with A-N-P, you're cracks need toning down a bit, stuff like cracks work a lot better when they're subtle and add more believability to the piece. Also you maybe need to research how tiles are laid and cut, there is surely no way that the big square areas of…
I haven't noticed it leaving any "procedural looking" effect on finished textures. It all looks fine. The only issue I've had is getting many effects to properly respect UV borders, but it's far from impossible to circumvent. It usually just involves making some asset-specific tweaks to the base texture. This texture was…
You can use Transfer Attributes on selected verts, not just the whole mesh. I just double-checked since it's been a while. Select source model first (leave it in object mode), then the vertices you want affected on the target mesh. edit: Turns out it only works on whole faces, not just single or a row of vertices, and…
Hi guys, For a project I'm working on, I imported a model from Fusion to Max. I've done this workflow many times with Solidworks before so I'm in familiar territory so far. On this occasion, I'm converting to mesh on import as that gives me a water tight mesh, rather than welding the borders myself. Anyway as part of the…
With tiling UVs, when your texture is mapped 1:1 across the model, the texture is still tiling beyond the edges. When the textures are filtered you'll see a little bit of the opposite side being blended into the pixels that are right on the UV border. UV Clamp smears the pixel colors along edge of the UV square, instead of…
On a very minor note, the crime scene tape is backwards - it's typically intentionally set-up to be readable from outside the crime scene. The lighting on the mesh is odd; I can't really see any shading - it seems like a solid color. The snow under the fence is very sharp - some feathering or at least a less regular border…