I couldn't manage it in the end. :( I tried experimenting, tweaking, straightening etc. but none of it was sitting right with me. And it was taking too long for something simple like this character. I decided to just stick to Unfold and Optimise, though I did straighten the odd edge here and there. Just wanted to focus on…
I recently bought a laptop for myself that I do 3d on. These are the specs I looked for: NIVIDIA GeForce 3060 video card 32gb ram 1x 512gb SSD 1x 1TB SSD But it cost closer to $2000 to get all that.
Reworked the trim sheet a bit (still working on it though) and began adjusting the lighting a bit. The thing is I don't know how I'm going to better "merge" the huge statue with the rest of the enviro. Any critics/feedback welcome :) Still using mostly one 4K trim sheet for the whole enviro. I'll just do a unique unwrap…
https://en.wikipedia.org/wiki/Peirce_quincuncial_projection this was the original ideal I had, however this would have created major southern seams. So I ended up doing something between that and https://en.wikipedia.org/wiki/Azimuthal_equidistant_projection it would be nice to make a script to do it yes, in python I could…
Same thing, still crashing :-/ Do you use by default DX12? is there a way to change it offline to test with 11? More infos: windows 10, 8700K, 64GB and my res is 5120*1440 (Marmoset doesn't change full screen)
Lion Fountain based on nice concept in 2D concept bank by Meagen Ruttan https://sketchfab.com/3d-models/lion-fountain-5104b16136ab47ac841b8477f9df4779#UNIQSKFBVANILLA
Hi @SopheeJay! Tested the meshes in U4.27 in a default Third Person Level (using UV01 as lightmap UVs). I think the issue is caused by the shading/vertex normals of the meshes (smooth corners?) combined with the angle of the directional light. Baked Light in Production quality, Static Lighting Level Scale 0.5, Num Indirect…
Street festival 3D environment I recreated based off of the concept by Papymeka at https://www.deviantart.com/papymeka/art/Dofus-background-Street-of-Astrub-518032149 . Created using Maya for blockout, Unreal to render, and Z brush and substance painter were used to create trim sheets to texture the buildings. It was fun…
I've unwrapped my spaceship. I'm going to use tiling textures for most of my spaceship surfaces, and I'm going to use the other UV channels to add grunge via RGB masks and perhaps liveries. I spoke to Tomas Woodward, and he said his spaceships were 512 per 1 meter, so I'm currently sorting out my spaceship's texel density…
okay here we go. we have a lowpoly with an hard edge and uvs without a UV cut and a highpoly that is all smooth for the sake of the argzument i rotated the UVs to show the issues between mesh resolution and texel density here is the baked result in 2048x2048px in marmoset toolbag, the cage is averaged. so the split doesnt…