Make sure "Average Normals" is enabled. This matches the advice in the final paragraph of the link Fabi_G shared. More info about Substance 3D Painter's setting for Average Normals: https://helpx.adobe.com/substance-3d-bake/bakers-settings/common-parameters.html
Hi! By overlap, I meant one part (for example jacket) having UVs overlap with itself due to the generative modifiers (mirror, solidify) - not UVs of different character-parts overlapping (jacket and pants for example). Here is a quick walkthrough how I checked with the jacket: 1 - UV Sync Selection is enabled in UV editor,…
the way you think about topology for film is different. specifically for characters. film creatures are roughly ~300k+ polygons = 600k+ triangles. you spread your density into areas that have the most deformation. the face, hands, feet, shoulders etc. that is assuming you are going to see all those parts move in camera.…
Be sure while you are painting and presenting hand-painted models that you enable flat shading (disable viewport lighting). Painting with viewport shadows enabled gives a false sense of lighting which game engines won't have (they have lighting obviously just not the way it appears in the viewport). Additionally, the…
Alrighty! Back to business. After dealing with my kayak scene for the previous exam I gained quite a lot of knowledge as how to handle water.. so I redid most of my shader and got this effect: I think I could sit there and stare at it for a looong time. Probably will keep this angle for videos. If only I could keep those…
I think so, probably just a slight brick boarder but a full on decorative boarder can be pretty awesome too. It's normally only a handful of more polys but really punches things up. Even buildings that attempt to have a smooth outer facade have some window trim holding it in place. Its perfectly fine to put that as extra…
I was unable to find any valuable information on the first link, and upon reviewing the second, it appears that he does not elaborate on his methodology. I believe I have a concept in mind, but I was hoping to observe the process from start to finish.
The part that's the problem right now is Among Python code functions I want to gather all UVs at the origin through moveX and moveY. The rules are Open the UV window, cut off the edges After putting all sides in the array Select one face -> Enable absolute coordinates ->Enter 0,0 in coordinates X and Y I want this to…
Hi! Is part of the mesh mirrored? If so, I'd make sure to offset the UVs of the mirrored geo by 1 (can be set in Blenders mirror modifier), so different points in the 3D space don't write to the same pixel. If you want to enable people to reproduce your issue, share you're meshes (if small enough, zip and attach to post).…