When creating textures for a game environment, I understand a lot of objects get independent textures (IE Weapons,Characters,etc) but I was wondering when I should SHARE the textures. Is that just when creating large buildings that use the largest textures? Or is it in general, IE this small lamp should try and share the…
Hi all, Generic girl head study My goal with this sculpt was to train my skills at doing something anatomically more realistic I also tested out some techniques for doing real-time hair from fibermesh
The Polygonal Design team is happy to announce the generation 8 of our UV unwrapping software Unfold3D. Following customer requests, we improved the UI display rate and the unfolding core now handling much bigger meshes. That was indeed a big challenge, but result is that we really could get unwrap of a one million…
I'm finding that when painting something with multiple elements my contrast ranges aren't really matching up but im also not sure how to fix or study to fix this because my darkest dark isn't black and my lightest light isn't white, and not only that but some materials have different ranges. How have others figured this…
Hi everyone! That's what I've been working on recently. I used two 2K textures for the whole scene. All textures for Blacksmith shop were hand-painted. Uber cool Quixel Suite was used only on Gravity generator's textures. Rendered in awesome Marmoset Toolbag 2. Really fell in love with it. Later will post some wires too.…
So i´ve been working on a new char for some time, and i thought its time to get some crits in here and share my progress so far. Its some kind of demon general with lots of influences from roman armordesign. thought it fits with the whole imperialistic mindset and everything. added a little making of the skin composition…
I created a blueprint that generates buildings using modular wall meshes. I can't figure out why the shadows have very noticeable seams as can be seen here. The mobility is set to static, same as the building made by modular pieces I just dragged into the scene (the one on the right), so I'm not sure where the difference…
G'day G'day is there a way I can generate foliage on static mesh in unreal? For example, I (like pretty much everyone) like using the world align blend to have a moss material blend on top of rocks, I was wondering if it's possible to spawn small moss cards using the same mask. cheers in advance.
hi, I'm currently about to start my texturing process for a project. One of the main issues I've had is generating a high quality ID map; I've been using the Maya Transfer maps method which just takes ages and can be time consuming. Could it be the settings I'm using or is there a better and faster method? thanks
Hi guys)Could anyone explain-what causes these damn artefacts when baking AO map in SP?They are appearing where the seams are located.I changed dialation width a few times but it did not help.What adjustments do I have to do in substance painter?