I have to agree with what Temppe has said in terms of presentation. I would definitely recommend taking some more time of final renders. As said already, viewport renders are fine at the end of a portfolio presentation to show a little peek behind the scenes. I don't think your character work is bad, but it's hard to tell…
Using various noise algorithms Extile can eliminate the "ugly" repetitiveness associated with tiling textures for both geometric and organic patterned textures. It also comes with many additional effects such as dirt effects and Z-up puddles as well as other texture properties. By default all the materials are in world…
Hello, I've recently gotten back into things and as such have been trying to learn the PBR workflow via Substance Painter and Designer. Using Max I assigned various Material IDs to the parts of my low poly mesh to make baking and texturing in Painter easier. However when It comes to exporting the textures it gives me 1 PBR…
Three high level points : - If the model was triangulated for baking, then make sure that you send the exact same triangulated model to Substance. Otherwise you are taking two consecutive blind bets about your meshing (export out, and import in). - The way the model shades inside Substance is of no importance anyways. This…
@rollin Nope, wrap deformer works this way, the principle of RBF is more complicated and implies the use of some really big matrices. You can also check the blog of the author of last video above. http://www.polygon.me/2017/12/rbf-based-bind-conversion.html http://www.polygon.me/2018/08/rbf-character-conversion.html and…
As someone moving from Maya to Max you will have a hard time with the selection behavior at the beginning. Maya has an adjustable distance check, as well as other "smart" algorithms to aid in the selection process, thus it's pretty fast and easy to select stuff. The distance check in Max is hardcoded, there's no other way…
There is no easy one-button trick to do this. You get that kind of UV's because the algorithm that unwraps the UV's aims to reduce stretching and pinching, meaning that it tries to create a uniform texel density across the entire model. This is usually not what you want when working with low poly and/or hand-painted…
I also considered doing a baking method, but manually hand painting them in Substance Painter still seems to be the most efficient and fastest method, but it is still not fast enough. We have to paint a huge block of color then use a circular brush to 'chop away' at it to get the shape we want. Why that's faster than…
there are code libraries that will optimize vertex/triangle order internally, and can also generate for long strips. It is too hard for an artist (human being) to predict all the "vertex splits" and still manage to make a optimal mesh, leave that to algorithms, as whargoul suggested. Make it pretty stay within "limits"…
Hello good people! I'm currently working for a company trying to recreate a small town in Norway fully in 3D to be used in a car simulator using Unity. We bought a terrain mesh from another company who creates geologically correct terrains using satellite/map/height data. The mesh we got is automatically generated based on…