Wrap does what you want in principle...the only difference from your case is that you have to set up point pairs manually yourself. I think the point pairs are stored on the surface of the mesh, not in world space. So if you had an initial wrapping setup and needed to adjust the high polys shape and position, the point…
I have some explanations in my sketchbook, very low spec from a mobile game done in Unity, might help? https://polycount.com/discussion/160691/sketchbook-eric-chadwick
Conclusion: OK it looks like this is a clear tangent space issue, and the unity tangent space being not matching Also it looks like marmoset does not display the tangent space it bakes for which is weird. So if I bake for unity tangent space, marmoset does not use the unity space in its viewport, which I did not know. If I…
Hello polycount! This is my first post on here, so looking for some critique from all you professionals... I am a unity 3D/VR developer that has worked mostly on simulation/serious games type of work. Now who is aiming to improve my portfolio with some unreal experience and portfolio new piece reflecting that. I've created…
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Hi! Best give describe your specific goal for pointers. Based on the wording in the initial post, I assumed you were looking to do this effect in Maya. In what software do you want to implement this ultimately then/ where are you exporting to?
So, annoying situation. A Unity project I'm working on has a tonne of lightmaps that were baked in Unity 4, after porting to Unity 5 they still worked fine but now after upgrading to Unity 2017.2 the LMs aren't receiving a dilation/padding pass that Unity should apply automatically...…
I'm using Marmoset Toolbag as my primary texturing tool and I am very pleased with it. However, since I make game assets, I want to experiment with making my trim sheets in a rectangular textures rather than square as 1024x2048 to save on the number of texture files used. I attempted to set this up when baking, but all…
Okay, I had to just bite the bullet and invest a few hours today studying up on sculpting topology. I threw a few triangles in there, cleaned up my quads, and then brought the mesh into max out of topogun. I then used the autosmooth option in edit poly to automatically smooth my edges by an angle I specified. This got me…
A new version is ready. We are getting close. This version is a release candidate for the upcoming version 1.0.0. It marks the end of the initial development cycle. Nearly three years of work comes to an end. And most of the initial goals are fulfilled. The download can as usual be found in the download section.…