some suggestions/ ideas: - generic model (like a cube, sphere, wall,...) on which the texture is mapped onto additional next to the flat view - 512² is a joke, even if someone aims for that resolution for a tileable texture he/she propably wants it twice of the size just to be better in control,- so perhaps scrap that…
Nice dude.- I dig the head a lot. The little beady eyes and the text are actually a pretty cool and I don't think I`Ive ever really seen that before. the "I can`t understand your jokes bit" is killer too. you can tell you really thought a bit about the fiction behind this. style crits: for the text, you might want to try…
We did some calculations here and the input lag would be around 2 ms extra, not nearly as bad as people would think. The biggest hogger will be sound and video. It could work, but there are so many variables that need to be taken into account. I wonder how they will compress the content from server to client in order for…
Wider padding will take a little longer to render, and generally isn't necessary except in some extreme situations. Wide padding shouldn't cause any problems though, so you can set it as high as you like. It's worth noting that depending on your texturing workflow, the padding in your baked maps will likely be replaced in…
Thanks, Yeah thats a bit sad, I guess ill go with a combination of using mesh data to change tiling based on need, and a fixed houdini setup. Are you sure we couldnt calculate the uv offset of vertex 0 and vertex 1 as example and compared it to world offset of the same vertexes (assuming a perfectly projection with no…
Hello! I was wondering why some people create the face without following the standard PBR (Roughness/Metalness). It's possible? I mean.. of course you can do it in Marmoset but in a studio it would be possible? And for example, if you have a head where it has some hard surface bake it and you want to use Roughness/specular…
One way I’ve done this is to use a single uv in atlas layout. Ambient occlusion texture uses this layout, no tiling. Diffuse and normal map are tiled, and are using same layout except each bitmap has Tiling values so they are scaled within the atlas. One uv, but use tiling values in the individual bitmaps to tile them.…
Hey! Thank you @carvuliero for the reply, I appreciate your advice :) Yeah I totally see the differences now that you've pointed out that the proportions are off compared to the reference with the drawing example you included, thank you!:)
EDIT: Never mind, this is not related to the question and as you stated you forgot to add the mods for the example picture. —- You have 2 choices in a situation like this. 1: match the low shape as closely as possible to the high 2: Cover that entire crevice with a flat face and let the normal map create an illusion of the…
Marketing is becoming ever more important these days. Not just for people trying to sell things (like me) but even for artists trying to get their name out there. The word "marketing" has some negative connotations for most people but if done right it can be beneficial to both parties. There's a difference between…