This is the first time I've tried to extract a normal map, and while the hipoly and lowpoly meshes look okay to me, the result's got some ugly seams all over it: Any idea how to fix this? I'd just do it in Photoshop, but it's pretty nasty in places:
I have an issue with Substrate where anything over the fogged (rough) glass has artifacts around them. Like a glow and the area around doesn't have the rough glass. The more rough the glass surface is, the more the artifacts become larger. Went through a lot of settings and didn't have any luck. Anyone encounter this…
Well, there's your answer there. You're creating something for a game engine which converts/renders everything as triangles, so, far from being a problem, tris are an inevitability. You've discovered yourself that the silhouette of one method looks better than the other. Problem solved.
Hello everyone, I’m a multidisciplinary 3D Artist & Creative Technologist currently available for freelance, or contract opportunities. My background includes:• Real-time 3D visualization• Environment art• PBR workflows• Interactive XR experiences• Architectural visualization• Unity-based experiments and optimization• Data…
Im not exactly sure where this topic would go, if it fits anywhere else feel free to move it. I have a pretty decent base mesh of a guy with a shirt and pants on, but when it comes to what makes it completely realistic (folds) its horrible. Could anyone recommend a technique or specific brush settings etc? Thanks, i've…
another thing that i like about pc games is that you can customize and make custom art and mods for your game, i think its a pretty damn good feeling playing a game with a model or skin you created yourself, i only play my PS2 for San Andreas, but when it comes out for pc, then my PS2 is going back under my bed
I've been trying to replicate the very clean type of panel lines I can do in blender while sculpting, like two chamfer edges meeting. But can't seem to get the same effect in SP2, whether it be because of the alpha i'm using or settings. Any tips?
Working on sculpting a giant cliff and wondering what the typical workflow for something this large is? what I plan on doing is sculpting out a high poly in Zbrush, decimating to get a low poly version, then baking in Substance Painter to get my normal maps. Then using a tiling texture in UE4 in conjunction with the baked…
This is an issue I keep having in multiple files. I'll be working on a project with no issues. Then when I want to draw out a shape it's just randomly invisible in the viewport. The size parameters move up and down but I can't see the shape at all. WTF?