poopipe thanks for the comment . We don't use Unreal. I am still not sure I understand it completely . How would it work in a PC game for example ? Would those huge textures need to be stored in system RAM , while loading parts to vidocard on the fly ? Isn't it going to give some micro fps drops ? Or not anymore with…
Hey there! I'm kinda new to SD (and to this cool forum!) and I'm trying to create color variation for a simple tile texture. the logic is that I want the user to pick how many color he want to have, and add weight sliders per every color. here is an example for hard coded one with some histogram select: The issue here is…
Hi! It looks like you may have made your model in zbrush, and the model itself is pretty messy, which is not helping you out here Things like this draw attention away from your textures and give the impression that you didn't want to spend the time to clean up the model. Did you do any research or find any references to…
Hello everyone, Today I am posting to try to solve a question that I have been carrying with me for a long time, and truth be told, I would like to be able to resolve it in order to create my environments with more confidence and security, or at least shed some light on the matter. The question is related to finding the…
I know there is grab brush that saves depth as alpha and rgb separately but you have to do save two times instead of just once. It's extremely annoying and also when you try to record this save in a macro action it often does less than the whole document for some uncertain reason. My guess probably by exactly same frame…
Sub D doesn't matter. Animated sub D matters. Low poly doesn't matter. Animated low poly matters. If it smooths properly, who cares? Your example above shows three edges converging to one so normally you would merge the other two, but maybe there is a reason for the three. There is a guy here who does a low poly of his…
MoP, in your example you have a low poly tire with 12 sides. With that example how low could you go with the polys - at what point would things not look right, 9 sides 5 sides? The above example- the vents, could that be just a plane in the low poly? How far can you push this? Workflow. high->low-> UV map high?(or low?)…
Hello everyone! I cannot figure out the issue with polygon edges being seen on the low poly after baking. Here's the high poly and low poly models (Blender). These are the seams and sharp edges that I have now: Once the baking is done (Substance Painter) and a simple layer (just a color or a variation with roughness…
Oh yes! pleease try baking a texture-map from my example. The plane represents the lp mesh, and the transparent wavy green plant things represent the hp mesh. Example files (482kb): http://uppit.com/6a12i0ysrpqc/example.rar Edit: just though of another example where transparent texture cards are required - birds…
the eyes offset is most easily fixed by unbinding, removing the bind pose, and rebinding them. Since they 100% weight to a single joint this is an easy fix. if during the setup of the fit skeleton it complains about joints not being zeroed out this can also be the issue, if you ignored that. One time I had a similar issue…