Hey everyone! :) Some awesome work all around and I love seeing the kind words and feedback coming from many different people over the course of the challenge. You all did fantastic and I hope that those still working on their pieces will keep pushing to reach the finish line with them. As the month of May has kicked off…
Look into neox's and dimwalkers suggestions. With a bit of finessing you should be able to fix overlaps. Edit:Rejoice! It looks like you can pin verts with unwrap pro after all =) https://polycount.com/discussion/235489/uv-straightening-and-its-perks-on-lod-generation
As I mentioned before, projects game ready like this https://www.artstation.com/artwork/B34gJ9 " Make me think that the whole model is clearly high resolution, because all the angles of the model are hi-res. Anyway, I will try to optimize the UV by reducing the secondary shells and overlap the mirror ones, but I'm a…
Someone else could explain it more technical terms, but: The unreal water shader isn't actually translucent - its doing a trick where it projects what's underneath onto the water plane. This all happens prior to the point where the outline post process happens (its right there in the name - post process) - the depth data…
The result of turning off Smooth UVs setting and turning it off in the subdivision settings in render package: Maya Arnold (AutoBump Enabled) ↓↓↓ (I mean even autobump feature catches these artifacts) Maya Arnold (AutoBump Disabled) ↓↓↓ Blender viewport ↓↓↓ Artifact seams are still here…
I'm making game models for a hobby project. Some of these models is hard-surface armor. I'm making some of these armors different proportions to fit different sizes. The problem is, even with blender's shrinkwrap modifier the hard-edge outlines of the lowpoly will "slip off" the highpoly and they have to be meticulously…
This has been a WIP I have been hacking away at during some free time any and all critiques are appreciated, I 2nd guess my pieces a lot. I think I'm looking for a critique on how to make my final shot more dynamic or interesting, I always struggle with this part. If anyone has references I can look at or artist work you…
Does anyone know a way to put all links to another folder quickly? Maybe by text editing sbs file ? or with their cryptic dependency manager? Like their "relocate" but for all files at once? ps. Just noticed that dependency manager is showing nothing at all
Hi Roxxor! A big, big thank you once again for tons of knowledge. You indeed wrote a book here! I will save all this in my notes so I won’t lose it or forget it. I have disappeared because, in the meantime, I received a “test assignment” for an “unpaid internship.” Not sure what it will turn out to be, but I already tried…
You could (in theory) encode all your colours/gradients as a curve or 1dLUT , mark up the various different "material IDs" with vertex color and offset them with parameters on the material instance to index into the curve. bit of a waste of effort though imo :D