"It depends" For a stylized games, the color palette will likely be baked into the textures, for a realistic game, you're probably going to do film style color grading to push the color palette in a certain direction. For games- colors are often UI elements that don't get affected by lighting. If it's really important for…
Thank for the reply guys, I've went ahead and created a custom keybinding setup based on personal experience and the feedback I've received from you 😊 I haven't added anything about the UV because right now I'm mostly focused on the modeling part so I'm not in the mood to mess up with it, I'll tackle it in the future.…
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So i've been trying to model a Nokia 3310. In my head i'm trying to follow a game asset workflow but i'm really not sure if i'm approaching this correctly. I'm using a sub-d workflow, keeping the base mesh as simple as possible and only adding geometry where absolutely possible (tell me if this is the wrong approach!). The…
quite an older topic now but I couldn't find any big discussion about it so If you have a link feel free to post it. Obviously it's still in development and some features are still not available but let's go with the case that UE5 is ready, Would it change the Industry? There are still quite a lot of questions about it,…
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Your textures are assigned to your UV map. Your UV map is locked to vertices on your mesh. When you scale faces, unless you check a certain box, your UV map will not be affected, because each corner of the face is assigned to a static coordinate in the 2D UV texture.
Isolate it (in marmoset you can just hit "exclude when ignoring groups" ) or you can simply move it off to the side so it can bake ao without any of the other meshes getting in the way. You should avoid baking AO onto things that move around/dynamic, it as you've illustrated that it wouldn't logically make sense. However,…
Hello, I was wondering if you can get imported texture maps to work in a UDIM workflow in Substance Painter. I baked all my maps in Marmoset, as I felt like that was getting better results, but I am stuck on how to import it to work correctly in a UDIM Setting. placing the texture map in only affects the 1001 UV Tile.