Well time to strip! Hi there. I'd like to believe this is a great resource for anatomy things if your covered up model needs it at all: https://www.artstation.com/anatomy4sculptors "focusing on anatomy" Clothing: (random but informative find) youtube link. Armor: (people find these useful) YT link. C&c: Looks alright, img…
Hi, When I export, I get this error: "no more virtual tiles Can Be Allocated" And only the specular and AO is created in 2048*2048. I have a HD7970 A i7-3820 3.6GHz And 24GB Ram I test different things in the options but nothing seems to change for this problem. Please help.
Made this in Legacy, but thought I'd show it as standard way to present finished pieces in Unity instead of pics. Battlelord Free hosting from Google! Who knew? Enjoy!
How should I add detail to the lion's head? I've tried sculpting in Blender and haven't been able to get good results. The subdivisions I get while sculpting always seem to come out jagged. Is there something I'm missing or some settings I should change to improve the quality of the geometry without going overboard on the…
Yep! @m4dcow is spot on. UE4 doesn't use specular maps, at least not as we know them. You can plug them in but they don't really have much of an effect - it's more for special materials, which brass won't fall into as it's a basic metal that's covered by the roughness/metalness workflow. :) Did you set your project up as…
Is it possible to create your own custom export target set up? It would be great if we could select only the channels necessary for a specific project. My goal specifically is to create an RGB mask that exports as a single tga. This means I don't need any of the traditional setups including normals, metalness, or roughness.
to me it looks like he might has used outdated bs basemodell files. could be also wrong. maybe try it the reverse method. add other masks, and see if it works for them. if it doesnt work ->its the modell