Not entirely sure how exactly is with expressions but perhaps you can try with a little workaround where you can first run " rand(-8, 8) " which will give you some number between -7 and 7 which then you can check with "if-else" if it is what you want. So maybe like this with expression, you can check it and if the random…
Here is the reference http://home.mn.rr.com/ihworkshop/demo_project%20032.jpg Not doing an exact copy just using it to get the general idea of the scene. I also have some time contraints to contend with. Still going to add more detail to the buildings. I like the tableture idea so I'll research that. The building is fairly…
Project Overview We are building an indie mobile game featuring a stylized, retro-console "segmented puppet" aesthetic. Our character pipeline utilizes a modular customization system where clothing, heads, and gear are modeled as separate, interchangeable assets. We are currently sourcing the master assets for a character…
Cheers thx for that, explains position of those tracks so assume legs deploy in a kinda storage position to enable travel over uneven soft ground. "Unfortunately I don't think the texturing is working very well to communicate that as I was very rushed doing it(even the pistons are completely rusted)." These 80lvl articles…
I think each r,g,b, vector is 8 bit total of 24 bit. With alpha another 8 bit = 32 bit total. I heard it's best to add any mask/grayscale map to your alpha which only adds one more 8 bit instead of making another 24 bit texture. Also not sure if this is correct but if you set the compression in photoshop to 8 bit grayscale…
Of interest to most who will read this thread, I wrote an extensive tutorial that covers this topic and many other common baking issues. It's geared towards baking in Toolbag, but most of the Basics and Best Results sections apply universally. Check it out on the Marmoset site:…
Wide gamut usually means 10-bit, which means you need a special gpu (quadro, firegl) to run it, and software support for 10-bit as well. Wide gamut is generally only useful if you're doing super color-critical work like print media, or maybe creating a scanned material library or something along those lines. For game dev,…
I would recommend doing as Pior suggested. Make a simple box with rounded corners, this will be your high poly. Make a simple box with only 8 vertices, this will be your low poly. Then test your whole baking and rendering pipeline, and work on resolving your problems. The simpler model will make it easier to isolate…
Typically you'd overlay tiling detail maps in-engine and/or secondary UVs to get things like fabric weave. I'm not a character artist so I don't know if 8 sets is too many, but my gut says it is :lol: You probably want to look into layered materials and detail maps if you're unfamiliar with the concepts. I get that its a…