1) Like Neox said the 2nd UV channel is usually reserved for lightmaps. Some engines create this channel for you and do an automatic unwrap of your objects which in most cases works just fine so you don't even need to think about any other channel than the first. The automatic unwrap will assume that every face is equally…
I guess that you need texture to be able to access neighboring information or something similar? Editing per vertex has several advantages, and you can easily bake the per-vertex info by projecting the object in texture space in the viewport and doing a hardware rendering (like i did for uv reprojection:…
Hi there There is something I have been asking myself for a couple of years now and I though I'd simply ask here. Most if not all of us have heard about the Watts Atelier: http://www.wattsatelier.com/ I think it's a bt of a shame that all Waats students draw in a similar fashion but it's still a solid and remarquable style…
Greetings, My name is Justin and I am the Project Lead for INT. INT is a Sci-Fi RPG, that has been in active development for 8 months. We are looking for a comic illustrator to join the team. You will work with a writer in developing a comic for sale. If you are interested in joining us then please contact me at…
Introducing Moon Ink Studios: As a game art outsourcing studio, Moon Ink Studios is committed to quality, collaboration, and client satisfaction. Our team specializes in the following services: * ART DIRECTION * ENVIRONMENT DESIGN * CONCEPT ART * GAME ASSETS * Unreal Engine Optimization * CONSULTING * SFX & MUSIC * Game UI…
Nice project, I think it's atmospheric :+1: Looking closer, here are some points that stood out to me: * Most notably, I think the tiling of surfaces is a bit too large, other sizes/proportions might benefit from some dialing in as well. What is the dimension of a wall tile currently? I would double check against some…
COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. INT is a 3D Sci-fi RPG with a strong emphasis on…
Hey everybody, I'm writing a small script that automates a couple of baking operations in Maya. One I'm trying to get to work is baking vertex color information from my sculpt to my lowpoly but the problem I'm coming up against is the fact that Maya doesn't seem to import the vertex color info. For example, if I do some…
Thanks, Yeah thats a bit sad, I guess ill go with a combination of using mesh data to change tiling based on need, and a fixed houdini setup. Are you sure we couldnt calculate the uv offset of vertex 0 and vertex 1 as example and compared it to world offset of the same vertexes (assuming a perfectly projection with no…
Here are some (general) info about trimsheets: http://wiki.polycount.com/wiki/Modular_environments Especially for Substance.. maybe this: https://www.adobe.com/learn/substance-3d-painter/web/trim-sheets-with-substance-painter or that: https://www.exp-points.com/exp-tutorials-keegan-keene-trim-sheet-substance-designer