Hi all, I need to get some feedback for my final year project as part of my university course so if you could just answer the following six questions I would be eternally grateful (sorry about the formality of it all but its supposed to be a professional document). There are two sections to this questionnaire each…
Hello everyone! I’m happy to share the final result of this material I’ve been working on for some time now. It’s a mosaic material for which I also created two variant sets of textures to make the in-context presentation shots. Hope you like it!Here’s the ArtStation post where you can find a few more shots from the…
I think the "why" of choosing lighting is normally just about composition. Where do you want to create contrast and draw attention, etc. But once you've determined the light sources in your scene, you have a pretty solid idea what to do. I'm no expert so my explanation might not be 100% correct, but I'll give it a shot: In…
Hello, recently I decided to revisit a University project that I wanted to improve as I had a great time making it, but unfortunately also had other modules to contend with so I couldn't accomplish everything I set out to do. The scene is based on the Balin's Tomb scene in The Fellowship of the Ring (before the cave troll…
I'm mainly talking about skew-normal correction that only, at least to my knoweldge, Marmoset Toolbag has. It eliminates the need for creating support loops in your low poly mesh that not only reduces polycount but also saves on time. I know that the conses is that modern GPU's can handle vast amount of triangles, but…
Hi everyone! I’m working on a material I created in Substance Designer, and I’m running into a visible tiling issue once I bring it into Unreal Engine 5.6. I’ve attached screenshots showing how it looks in the scene. The tiling (2x2) appears especially clearly horizontally. I’ve tried making small adjustments in Substance…
I have an issue where if I create references to scenes with shared shading networks, it works only as long as I only reference one file. Ex: I reference in scene A with a cube that has shader shdrA into a new scene (shared shading networks enabled in reference options). I can now duplicate that reference as much as I like…
Any describtion liek "modern" AAA or "next gen" game.. is somehow very "unprecise". It depends on the overal used geometry in the whole scene how "big" the game assets and world "needs" to be. Games which are only running on 1500+ $ cards.. does not sell so well i guess and also are very expensvce in the developement…
Hi everyone, I've encountered a problem where scenes with lightmaps are baked on one machine, committed to a git repo, and then built on another, the static geometry "breaks". I'm assuming it has to with the re-built static vertex list either not being transferred or being recalculated somehow. Either way the bug has been…
@jStins under setting you can turn off the "Only display the selected material while painting", it's been there since earlier version maybe just different default value. Guys, I'm noticing a weird bug with SP 2017.3.0 whenever I bake with cage that I have no problem with before (even tested with a perfectly baked mesh on…