Varies how I do the materials, either vertex colour or colour ID :) In this case I'm using a colour ID map with up to 8 colours (and a bit of custom shader logic to separate cyan/magenta/yellow/black/white) So the maps I'm using are 1024 set for the opaque stuff and 512 for the alpha stuff (both displayed at 2048 here),…
Hi! IThis is my new material for Substance Painter. With it, you'll be able to generate a set of game ready textures in a few mins. It uses polypaint & other baked maps as input. You can download it freely from here: https://gum.co/P2M Video demo of the latest version ReadMe:[spoiler] MENU STRUCTURE: ***Basic material…
Latest: Lily's Companion! ------------------------ Hey Polycounters, here I'll be documenting my cloth, skin, and hair work. This project is intended for practicing new workflows and to level up my realistic material builds in ue4. To Do: Hair Cards Hair Shading (Plug and Play?) Skin Shading (Reference Mike Project)…
Hey there Polycount! long time no see. I want to share my latest little UE4 scene that has been on my mind since the meetup in SF. The general thoughts on my portfolio were that its nice but im missing the story elements especially with the sword in my portfolio. With this project I want to tell a story through stuff and I…
Hello everyone ! It's been a long time since I have posted on this forum, but i wanted to share my current project, and get some feedback and critic as I'm building it. Beware that I like GIF so this thread will be quite gif heavy :smiley: --------------------------------------- Latest update : -------------------------…
Hey guys, so here I was getting ready to start texturing my greatest masterpiece yet, and did a test run of normal mapping just to make sure this exact type of thing doesn't end up happening (ie an apparently unresolvable issue which persists throghout different combinations of baking/rendering software). Well, it ended up…
Hi all, Before I begin, I'd like to clarify that I'm aware this issue has been covered extensively in the past, such as on Earthquake's Sticky thread in this section (http://www.polycount.com/forum/showthread.php?t=81154). I understand the issue at hand, though specifically I'm seeking advice on the best option available…
Material: Whole entry: https://www.artstation.com/contests/wild-west/challenges/43/submissions/30570 Final result: model Hi, guys so after seeing my last work over the art station challenge "Wild West" I see myself as a noob when we talk about marvelous this field really took me a lot of time and leave me timeless for the…
I've recently finished a very large update for this asset, so I'm trying to draw in some attention to it. I'd love to be able to get some feedback on it. So far it's gone thoroughly unnoticed. Asset Store This asset includes eight stone models, each with highly optimized meshes averaging only 100 triangles, and over 80…
In general: hard edges require corresponding UV splits for padding but UV splits do not require hard edges. Hard edge placement is about controlling low poly smoothing behavior and baked normal gradation. UV seam placement is about optimizing usable texture space while also limiting texture distortion. Bringing the two…