Looks like I've learned the all important lesson today that stacking UV Shells when using a normal map doesn't exactly work. That begs the question though if there's anything I can do about it. Flipping the normals isn't an acceptable solution in this case because I'm using a mental ray fast sss shader for sub surface…
Hi all, I'm building an AR hair try-on feature for a premium iOS grooming app (ARKit). I'm looking for a real-time HAIR specialist to create men's hairstyles as optimized, game-ready models. IMPORTANT: This is real-time character hair — hair cards / groom-to-cards workflow. Not sculpting, not photogrammetry, not…
Might have completely misunderstood this section of the talk; interpreted the stacking of the texture sets as two chains of vertex colors and not one chain. So instead of lerping between just A and B on the red channel you are lerping between A, B, C, & D on the red channel, and on the Green channel and on the Blue…
I started texturing my model untill I noticed that some parts of the model did not seem to have the textures applied like I would expect them to. After inspecting the maps, that I checked for baking with 3do, I noticed that the skin parts of my model had the OBS and gradient maps completely flat. So I tried to reload the…
It's not so much of an issue in Maya because non visible edge triangulation is forced to go one way (last time I checked) you can flip them but they go right back when the mesh is re-evaluated so Maya guys normally define the edge and it sticks. In max you can flip them however you want which can be problematic if an…
Hello everyone, I've been lurking polycount for a while now and I've been meaning to make this thread, because I'm a concept artist, but I don't know how to improve my work. Digital painting is my focus, but when I shoot for realism, my colors always end up feeling bland and I take a really long time to do anything…
A few thoughts: The stock is probably too curved to fit nicely into your shoulder, it would wrap around too much. Most guns have fairly flat shoulderpads with slight bends. The trigger seems to be too close to the stock. With the shoulderpad resting on your shoulder, your arm would have to be bent out and then sharply back…
So how do I attach all my textures to my asset in ue4? ive tried looking on youtube and only see videos for applying 1 texture sheet to a single asset. So I get to the point where I import the mesh combined (into ue4), import my textures from substance painter, create a material and thats where im stuck. how do I get the…
everything i have found online has not answered my question here. can someone explain? I have applied a uvw unwrap modifier, but don't understand how to use the symmetry modifier to stack symmetric uv islands. below is my model and it"s map, i just can not figure this out. help!!