I cannot figure out why its doing this. I only have one channel and it just seems completely impossible Is this an engine problem or a problem on my end?
Welcome @annebakerim ! I think your picture didn't load. @GuillaumeLD Thanks! I wanted to keep a blue hue from the TV to offset the strong orange/yellow colors coming from the rest of the scene. Also the pool table light is emissive, but I made it a bit stronger now. I saw a cool tutorial online about getting lights to…
https://www.omnicalculator.com/construction/brick 8 bricks on 4m is not correct, even if you include long short medium sizes of bricks. Since its a free asset chances are they screwed up, scan area mentioned is wrong etc. Use character scale reference always for patterns and bricks. @VeeNg 1k texture per 4m will give you…
Anybody know about a way to assign multiple materials to a mesh via a mask? It would be impossible to assign the materials via faces in maya. Basically the idea here is to have lots of little details on a mesh get assigned a refractive shader while the rest of the mesh is a standard metallic shader. After a bit of…
I'm looking at making fully PBR plants, but the texture creation part has me stumped. I made some herbs as a test run, and I know it was horribly inefficient. Are there any good tutorials out there that cover making full plants (not grass or trees, I'm talking like ferns or rubber plants here) in a PBR workflow like what…
Hi, long time lurker, first time poster. Been active around the Unity forums for ~7 years. Now that I'm out of education it's time I started actually making stuff with my time. I've been working on a stationary steam engine. Here's the progression of the scene as I've been creating it. I've had some good feedback in terms…
DecalMaster is a Maya plugin designed to accelerate the surface detailing phase by providing a UV-less, non-destructive, non-committal workflow through decals and trim sheets. It does this by enabling quick placement of decals onto a target mesh as well as automated uv unwrapping target mesh faces to trims within a trim…
Hey there, here's my thoughts on your work! In general, I'd like to see more breakdowns here -- including stuff like wireframes and tri counts helps me that YOU know your stuff as a junior artist. Here's some thoughts on each specific piece: Portal Gun - This looks nice in general. Some small things: Your albedo values are…
Here's how I would approach something like this. Just know that it's not technically PBR accurate. First, before exporting your low poly, make sure that the lens has it's own material assigned to it. This is very important. When you import your mesh into painter make sure the material stack looks like something like this:…
I've been looking into this a little bit as well. Most of the works I've been impressed by involve really large maps -- like multiple 4k maps for a single face, and there is also some advanced shader work going on as well. Like the subsurface scattering, and multiple channels for different dermis layers, etc. I definitely…