Wow great thread :-B @cturbo I think currently some surfaces have a pretty intense normal map. Some more subtle/micro details might be a better fit for the roughness map, so they reflect differently. For example, currently the parquet floor looks like it has grouts between the different wood panels, I think that's more a…
Hey I have sent this to the support email but I'm adding it here in case anybody can help. I am trying out some basic lighting in the engine and I am running into problems. My skylight doesnt seem to cast shadows and I cant work out why? I tried turning off back face culling and also imported a simple box mesh and nothing…
Hi! Your sharing to little information. What do the texture sets look like, how many are there (cornea separate from eyeball?)? Are you applying the texture to the correct set/ material ID? Does the mesh have multiple UV sets and the wrong one is being used? Ideally share files, then your issue can be reproduced no…
hello there, I would like to share my demo on cloth deformations using only linear blend skinning (skinCluster) https://www.youtube.com/watch?v=NjPE0Z5M8cg Screenshots:
Update on the plane ive reworked quite alot of the textures im planning to reduce the sharpness to the exhaust its abit too sharp and plasticy atm always looking for critique :)
Edit: Submissions are closed, thanks everyone! There will be more giveaways in the future. Hello! I'm giving away one slot to my mentorship for free! =) So if you are interested in learning hardsurface modeling, this might be for you. Or maybe you know someone who might be interested, feel free to share. You will get the…
Hi cromadbomber, here's the object in blender with that same object. You see the loop is also "hard/sharp" and has a crease on it, but when subdivided it keeps the loop sharp but still subdivides it.