Thanks for taking the time to test the extension and sharing your thoughts! :) Gloss map and configurable texture tiling are on my todo list. FBX support is on the list, too, but might take a while (please see my last post). About PBR: I've been playing with it a bit, but it will take some more work before I have something…
My advice came from having worked multiple times on PBR asset authored in SP and used in Unity. The only way to work that way is, first and foremost, to make sure that you have good reference materials (I mean material in the broad sense : textures, scenes, models). There are a handful of special settings to take into…
Well it's a single texture for the entire game. I do have to use material instances for anything that wants something unique beyond the texture. Like for example, I have an EnemiesCommon material instance, and a lot of enemies can just use that, but if I want to tweak the tint or add an overlay or whatever on some enemy,…
Does anyone know a nice way to clean edits from a single attribute on a referenced node? I know you can clean all edits i.e.: file -cleanReference "refRN"; And that you can specify which type of edits to clean using the -editCommand flag. What I would really like to be able to do, however, is to clean edits on a…
My main criticism is the texturing looks and feels more procedural than intentional or natural. The PBR metalness workflow does have some issues with the transition between metallic and non-metallic which you can see on the model, Substrate materials in UE5 does handle it much better, or the specular pbr workflow in…
Don't be afraid to get the camera up close, show us the details, not so much empty space around it. For example look at how this is presented: https://www.turbosquid.com/3d-models/tv-sonya-8k-pbr-textures-2073310
Could you share the concept as well? The angle of the grip doesn't look very comfortable. For a scifi gun I'd also expect the shape of the grip to be a bit more "moulded" , like this. That;s just personal preference though. It looks like your edges are a bit tight, mind showing the high poly? The thing that's really…
@SP3, komaokc, Pedro Amorim Thanks for the suggestions guys! @EarthQuake Yea, you're correct, I didn't actually place any lights of my own in the scene. Perhaps it's more important to do so with PBR to get a good result? From what I can remember, other assets I've done without the PBR workflow has looked pretty good with…
Your mesh looks pretty good for what it is, maybe a little bit of cleanup in some areas where edges don't contribute to the silhouette. If you're going for realistic textures, you might want to look into PBR. It's quickly becoming a standard for modern games. PBR In Practice - Marmoset.co PBR Guide - Allegorithmic The big…
So, I'm trying to create this dynamic tonemapping postprocess. I calculate the brightness of the screen and then use it to brighten/darken the image if necessary. The problem is, I can't come up with a way to make the transition smooth. I'd want the transition to be slow, not instant like it is now. Is there a way to limit…