Hey Polycount. I have been researching this topic for a while now, and I know that there are normally multiple ways to go about it. The context is that I'm practicing my modelling and texturing for non-stylized contemporary architecture assets, meant for a hypothetical fps game that has large open urban areas. By…
Hi!Trying to get this in Unity ?In UE4 I would just go and copy paste the nodes from the example above, but no such thing in Unity. Has anyone made/found such a setup that I could reuse or try to remake ? Thanks And separate question on a related topic : In this same UE4 example content, it showcases a material setup that…
Hi guys, I found this short image-based tutorial by Eternity NU on zremesher and there are some things that I cannot fully understand. As you can see in the attachment, the remeshed model and the one with 6 subdivisions are almost identical in terms of topology. How is this possible? I tried the tutorial exactly as shown…
This is a problem I've been having for awhile and today it finally made me ask WHY THE FUCK!!?? Normally I can translate a vertex in the viewport freehand, when this option is available the yellow box remains a square pointed at the camera when you rotate around the object. example: BUT SOMETIMES the yellow box doesnt stay…
I'm working on a unity environment for class. I want to make it look great in the time I have. I have a bunch of modular assets created, but The textures need work. (see example below) Basically the textures were just images online to save time, but I dont want them to look like textures I grabbed online, so I'm going to…
@LeoNexus6 Glad you found it useful :) @Sarp Cool that you're joining the challenge. I think each of the press designs has quite the distinct personality, so I'm not sure how successful one can mix parts without creating something new entirely. But hey, if that's the goal you're setting yourself, I'm curious to see what…
Everyones replies to this are confirming my thoughts about how important never ending progression is But they are also confirming how long I thought it would take between deciding to become a video game artist and getting a job in the industry. Thanks for all the great replies guys. - I decided about 2 years ago that I was…
Could you post the wireframe of the floor piece from the top example? Are the meshes intersecting in anyway (it shouldn't make a difference, I'm still curious to know)? In the normal map you posted for the first example (not the brick one) it looks like there is some sort of bevelled edge on the sides of the normals. Is…
That kind of depth is too small to worry about;) U can always add some with normal map of course. As for the "seing through back of polygon", I am not sure if i understood it correctly, but u just place a fliped copy of that polygon on the other side for example. EDIT: just remembered another example - nice Stuart from…
Short answear is sure you can do this. For example what we tend to do at work is use a stone wall and on the corners add more geo details to make it look like the stones are actually poping out the important thing is to set your normals smooth and flat angle to avoid vertex normals affecting normals of a flat. Kind of like…