Nice update! I'm a big proponent for using trim sheets... for trims. Not for large surfaces with tiled textures. So the cobblestone street for example is a worth using a tiled texture which is just stones alone. This gives you more variation and helps avoid repetitive patterns. Another trick to avoid repetitive patterns is…
I see comparisons between a full price (singleplayer) game, and a more mmo type game that needs money in the long run to sustain the developer/server costs. I just think that's a unfair comparison, and the discussion should be about, do you want to pay for DLC's/expansions/subscription fee's or a micro-transaction model or…
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What about people posing AI "concept art", in mood boards for their 3D WIPs? To take one example, this thread has a bunch of ai images. https://polycount.com/discussion/237246/zbrush-how-do-i-sculpt-this How is this for a potential statement? Not final, just a proposal... * We forbid ai generators from being used to make…
It says it's scanned, so it's from a real surface. Here's their preview render: Could be replicated with a Cellular or Voronoi pattern, using varying cell sizes. For…
Hello, First of all sorry for that generic title but it's quite complex to explain my question in a few words. I have some years of experience in 3D modelling and texturing, especially in Maya and Substance Painter, but very few in animation and VFX. I need to recreate the physical behaviour of terrain worked by…
Granted I work in VBS3, but ARMA3 is similar. Since RVMAT is a separate file it is not attached to object properties. These are loaded manually within Oxygen. I'll throw out some quick bullet tips we've found work for VBS3 and may carry over when creating models. * Triangulate in oxygen using the "/" key and not "\". Both…
So I'm working on some modular pieces for the unreal marketplace, and trying to figure out what would be the most useful method to use to get soft edges on the models (non-unique textures), as they both has it's advantages but I would like to get some input about it. I made an example below, 1 is with edge loops and 2 is…
I'm pretty new to the whole concept of displacement maps/parallax occlusion/Tessellation/Height map? especially in SD And I have these questions below stuck in my mind for a while. (Just saying, I'm REALLY uncertain about the terms and what is actually being used in the examples below)…
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