Hey there everyone, I have a question regarding some realtime visualisation ;) first of all I would like to explain to you what I am aiming for and which Program I m using. I got the half of a sphere, in it is a jelly or slime like liquid. The sphere is animated and should contract a bit so that the slime will be squeezed…
Does anyone here used datasmith files for games? What about optimisation and workflow? I have a huge model exported to datasmith (pretty similar to Hillside Sample), and I'm figuring out what is the best pipeline optimizing it for game
but that would be like hundreds of images, i need something faster, like exporting a video from zb. But since there is no option like that maybe i could just record it :/
I have a two problems with normal maps on my model. 1st: outside Substance Painter there are seams visible. Inside Substance Painter: Outside SP (UE5/Blender/Marmoset) (please don't mind different albedo colors): It's the same in marmoset and Blender... What i've tried: - Flipping green channel, flipping red channel and…
With 3-6 people you don't need anything complicated, so here's a list of strategies/thinking points I've picked up over the years Rigidly enforce naming conventions, scene structure standards and correct use of source control. If you document nothing else, document this. Set things up so you can guess at the location of…
Vertex density will determine the resolution at which you can paint your blend. You end up putting in verts where you normally wouldn't to get a good blend. You also need to be mindful of where the hidden edges fall as it tends to effect the blend. Flipping some of the hidden edges or making them visible and forced to face…
Import a plane into Zbrush. Turn smoothing off in the geometry panel (to keep your borders fixed). Go into the Transform tab turn off the X an Y Modifiers (or what ever combination restricts changes to up and down from the Plane's normal, depending on it's orientation) Then go into the Brushes tab and turn "Wrap Mode" up…
Obscura is right about the range so trust him on that. I just didn't know if it would matter based upon whether or not the actual normal map is being used or not. But I think what you're saying is that the wrong value in his 3 vector is causing the normal map to be out of range from the start so that if he switches it to…
Yea, it's an interesting thing to have tried to do but possibly not that useful in the long run :P. Starting to set this up in the game engine definitely sounds like a good plan to me. It'll take long enough to get all your animations working nicely in your engine so it's probably worth investing time in that now rather…
SOLUTION: (Kind of...) I've reached a work around. While testing my lightmap UV's for the umpteenth time, I gave the lightmap uv channel an automatic unwrap. This actually fixxed the shadow problem, but removed my explicit normals from the mesh. So, I exported the automatic uv's and applied them to my mesh within Max (uv…