I am not too familiar with it myself, but I think the node editor may make troubleshooting that sort of thing a little easier, as you can see input and output connections for any given thing. Probably if you are doing some rigging courses you may be introduced to that at some point.
An Atlas texture is a file with all the textures in it. For example the albedo. If you want to use trimsheets you just need to do the UVs over the image. Is compatible, you could do an Atlas of the trimsheets. In that image what is reusing is the geometry (albedo, normal and everything) of a wooden plank or a log. You can…
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This model will be used for real-time rendering so I'm trying to optimize it more. This is the low-poly, but the high-poly is just a linked object with a subd modifier (Blender). It is full of edgeloops that are just there to make the low-poly and high-poly shade better. (Marked in green are a few of them). Do I actually…
Greetings from Hane Studios Team! We have designed the cigar room for an immersive experience within Unreal Engine, capturing the essence of a private gentleman's club from a bygone era. With sumptuous leather chairs, rich wooden paneling, and the golden glow of the afternoon sun streaming through the blinds, this setting…
it's a cool idea but you need to work on your anatomy. In Zbrush you have a great ecorche model that you can use for reference. They eyes are a bit wonky and the musculature needs work. Good luck!
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