Hi everyone! I’m working on a material I created in Substance Designer, and I’m running into a visible tiling issue once I bring it into Unreal Engine 5.6. I’ve attached screenshots showing how it looks in the scene. The tiling (2x2) appears especially clearly horizontally. I’ve tried making small adjustments in Substance…
Try to texture map something NURBS and you'll immediately understand. Hard surface models in particular are really evil, as you can't use the implicit parametric UV because of all the fillet and trim and other surfaces. A complex model can consist of hundreds of these and some of them are just tiny strips and such. So the…
Oh poor, neglected sketchbook! Did a few more bi-monthly environment challenge projects recently: Projector from Prey, based on the concept by Dmitry Sorokin model Used a bevel modifier on simple geo for the highpoly, combined with floaters. To reduce skewing when baking, support loops were added to the lowpoly using a…
What is the workflow and tools for managing PBR based trim sheet atlas? Is photoshop and manual labor the current way to do it? It is pretty straight forward if you don't have lots of stuff but keeping complex high resolution atlas with all channels is very labor intensive.
Hi Guys, An update on my pagoda back-drop model. I've just finished the basic procedural walls and roofs. Some would probably think of creating the trim-sheets first then design the models, but I actually prefer to start on the latter in this case. Since I already have a very clear idea on what it'll look like. Figured…
Here are 3 of the tools being used as they are now. The first is the EdgeBash'R it's used to create these plane changes around the edges of your tiles and are designed to mimic the use of trim smooth border/trim dynamic on a beveled edge. The second is the Surface'R(stone) which creates a stone-like sculpted surface.…
Chippin' away at the old tombstone. After subdividing, I saved the mesh as a Target Mesh. The brushes Mallet and Trim Smooth Border work wonders. I went overboard a lot and then used the Morph brush with a hard square alpha to bring back chunks of the original mesh. When digging into the mesh far away from the edges with…
looks cool, but having everythign be uniquely unwrapped like the way it is now, isnt really how AAA games handle most of their environment work. 99% of this could be done with tiling textures and trim sheets. you would get more detail and better texture resolution and you would be able to re-use a them a bunch of times,…
At first glance it seems to hold up pretty well, then on closer inspection I think it starts to fall apart in quite a few areas. A lot of decorative trim is missing. The proportions on the top part of the turret are off. There are a lot of decorative columns that are missing. The scale and proportion of the windows seems…
Thanks guys! Definitely on the aberration, Grev, I'll smash it up a bit. Here's yesterday to today's progress. Second brick texture that I used for part of the stairs and will use for stone trim around the room HP before normal render And same with the wood floor Things that caught my eye while rendering these: The wood…