Hello again, So i've searched the net for what's the best solution for baking ambient occlusion, i've also found the thread here on polycount on baking maps, but to be honest i'm still a bit confused. Let's say I have a big level with multiple assets inside.(i have channel 1 diffuse, and channel 2 lightmap) 1.From what…
I made some tests, and the results with 4k texture aren't crispy enough. I have seen a lot of renders in Artstation with 4k textures with a very high res result, Why my renders only achieve this kind of details with 8k textures? The texel density is around 19px/cm.Still, I would like to say that after testing, If I double…
Hi guys, i want to make a 2k texture with 512x512 decals on it (16 decals total). how can i manage to get just the right decal i want to have when i act with the decal function in the engine itself? i think i need to pan to the right position but how?
3dsmax 2011 includes an advanced viewport canvas painting tool which works pretty much like photoshop, and even in 2010 it includes a much lesser but enough for seam removal version of it. There is also mudbox as mentioned and ofc bodypaint. zbrush... which are the most popular approaches so far. Mari seems to be a very…
Zbrush once was my only soft for everything. Both sculpting and textures . Nothing procedural but so easy to do textures natural way with brushes painting in cavities and otherwise on prominent things + quick edge masking. To be honest I am not even sure why I switched to Painter and Designer . It's not much quicker ,…
Well, for character animation usually you don't have the same kind of strict limits as you have for environment art, so it's a different issue in many ways. For environments, usually you have to pay close attention to reusing assets and materials/textures as much as possible, so you don't blow the memory budget or kill…
Think Sea of Thieves, A big ship that is essentially a huge platform where 4 players can play on. Sitting at 150k polygons. Has two below decks which are also playable areas. Some meshes are separate in Unreal engine such as the Wheel, Cannons, Sails/masts, anchor/capstan. I'm guessing trim sheets are vital and are a must.…
Hi I'm 3D artist with a professional background
in Architectural and product visualization with some experience in game art as
well. My expertise is mainly in 3D modeling and texturing with a particular
focus on Hard surface vehicle modeling as this is what peaks my interest. I've
been in the industry for about 7 years now…
Hi, im working on haircards grooming and im facing with something unexpected . I thought when i rotate haircard mesh the Texture will automatically follow its path but instead od that i get this result:
I'm working in a game for our portfolio and I am placing the meshes we worked on in our scene in UE5. We made our own 4-Blend Material to blend in up to 4 different texture with base color, Normal and ORD and I would like to get help to avoid any form of repetition on the bookshelves shown in the image. Any suggestion?