How do you normally go about texturing these things, Cholden? I've always built individual meshes with their own texture - nothing that has to share quite as much as those pieces do (like your building example).
I recently upgraded my PC, which meant pretty much replacing all the component. And my system was cloned to a new NVME drive. After that Quixel Suite just flat out stopped working, and nothing I've tried fixed it. It was a very handy tool in my workflow to quickly add some details on normal maps via converting masks and…
Looks like Eagle just copy Blender files into its library folder , not creating a link to the file in its database. Basically doubling everything? Also I see no way It could read existing keywords. In psd files for example?
This is just an example. This is a nightmare to see through and optimize in some case cause differentiating between what is what.. Is just nuts cause all I ever can get is two wireframes. I'd like ideally just my lowp to be wireframed and then go from there.
Good point. Fine detail comes usually from a normalmap. A normalmap does not add to the silhouette though. And has its limits. It is imho both needed. A decent amount of polygons so that the overall shape does not look too blocky. Plus a normalmap, for things like scratches for example. And a specular map for rough and…
Digital Content Creation. A move towards what creates the content doesn't matter to the engine or pipeline. Using fbx and say, USD helps with that. Although USD is more for CG production than games. Beyond that, stuff like making common or advanced rigging elements known and interchangeable between software would be huge,…
You might find something useful in this example package here: https://github.com/Unity-Technologies/UniversalRenderingExamples/ There's a scene with floating crystals that look like they might be close to what you are looking for. And if my memory serves me right it uses a shadergraph shader.
Even texel density is usually best when the whole character is going to be shown at once. If you have closeups though you can devote more texture resolution there, for example the upper face/eyewear might need higher resolution for closeups.
This looks really great, are you planning to make different lighting scheme's? Your lighting setup is nice atm but for example the c03 and c06 pictures you posted have a great atmosphere and I think it could benefit your scene aswell.
Hey dude, great work on that project, some techniques helped me with my own generator. I have a question tho. Do you setup up the textures for every modular part or is there one texture for the whole wall system for example?