Recently I have been using this workflow and I created a write up on how its used. The high level of it involves converting a tile-able photo source to normal map, then creating a pattern of the normal map. These patterns are then able to be quickly applied as an overlay normal map onto an already existing normal map. As…
I am texturing a hard surface modeled figure and want to add decals in a separate layer (Graphics etc). What is the best method for adding the decals? I know I have to use to Bitmap inputs (One for the image RGB with the pre-multiplied option disabled) and one for the Alpha (With Mono Channel Output on Alpha). Then use the…
Hey guys...I have no idea why this is happening... I don't think I've baked floaters before...decided to do it on a project I'm working but then I noticed some weird stuff happening...so I created this example to show what's going on... The padding of all the floaters stays inside of the UV island...the bar for example,…
I am leading a group of gamers who use to play a very old Top down RTS mulitplayer game online. The game died out years ago and was abandoned. We are currently in the process of making a remake using Unreal Engine 5. A few of us have years of experience in both Unreal Engine and the original game. We are just lacking a…
In Substance Painter you can paint on a special geometry of 8 quads for example considering each quad have it's UV in 0-1 space . Overlapping each other UV in a word. But once you try to paint in actual game asset, a piece of a road for example which tiles outside 0-1 UV space without UV splits you could paint only on…
Thanks for the reply... Okay, so I see that it's not a simple 1 answer for every situation... So generally fewer keyframes would be less memory expensive but the total number of frames in a file, you don't think would affect performance. If for example, I have an animation that is 5000 frames long and only 1 keyframe every…
Ambient Occlusion is often different across the surface of the model, so it usually needs unique UV space for every surface. However some parts of a model could have the same occlusion, wheels on a car for example, so you could overlap those UV parts to save UV space. Normal maps typically have a lot more reuse…
I have seen very upsetting things in broadcasting as well. I agree There is a lot That would be a mistake for game dev. Anything that cripples creativity for instance. So we all can agree that we will not be pieces of shit. Now tell... In this creative industry, do you really believe peoples self worth and attitude to…
Yeah workflow/input can change on different implementations of PBR. PBR is a fuzzy word for saying the rendering using more correct algorithms to closely match the physical world. And in some cases building functionality into those algorithms that doesn't allow for unrealistic materials. For example it's now common to have…
Welcome to the forum, and your character looks super cute and awesome! sword design dosnt really match character design, other then that its looking really nice! love the rendering and color choices. what I mean about the sword is that its very jagged and detailed compared to the character, which only uses smooth round…