Ok I actually managed to Delete the Island of mesh that had inside the problematic uv tiles, it happened to be 2 UV tiles having this problem although it showed only one problem in the Substance error message, I so selected one after the other the uv tiles and detached from the main model , exporting without those islands…
Hello. Modern GPUs handle poly counts in the millions with ease. A few extra polygons will almost never be a concern unless your target platform is mobile phones. Also, polygons don't really matter but vertices do. If you don't use face weighted normals (i.e. you are most likely baking the roundness of your edges from a…
the progress bar is steadily moving forward. Keep it up! Those eyes look fantastic. I agree the eyebrows look a bit... catepillar-like. Too scratchy. I think for a AAA hero characters they ought to be done with cards for the best look. THat's what I mostly see anyway. Marmoset website has a handful of character breakdowns…
I'd suggest also having some images as guidelines for artists, since as always, polycounts vary wildly. Just like texel density, you can quickly judge polygon density by giving some context, like a wireframe shot of objects in a similar set of various sizes; like things you'd find in an auto body shop. It's easier to go…
Like passerby said try a bit more geometry to limit distortion, it will always be there to some extent, and actually changes depending on which way a quad is triangulated, but it will be less noticeable with some more geometry As for subdividing and then removing with preserve UVs on, I'm not sure what that would…
It might be a better idea to not use unitize without massive cleanup afterwards... Having each polygon as its own UV shell is a bad idea to start with, not to mention a seamless texture would be incredibly dense using this method: an entire texture map displayed on each polygon is going to be incredibly noisy and/or…
For someone only a matter of a few months into this 3D modelling caper, that's a pretty good overall effort you've got there and yeah lolz: "Are automotive designers for popular vehicle manufactures making cars more difficult to model." ...a plague upon all their houses! shows an absolute total disregard for us artisans…
Hi, A bit of necro-thread revival is always good. Thanks for the comments. For your question dalekchef are you enquiring about the rocks only or the whole asset ? If it's rocks only I can check the file tonight and let you know exactly what they are. At a guess each chunk would be around 1,200 - 2,000 triangles. The…
If we have shitty mipping, you do realize we have the ability to go in and tweak and re-bake, and touch-up every mip level? Developers simply don't have the time or money to do that. Even when I see DX11 capabilities, and from the offset, it hardly looks better than what current gen games are offering. More polygons? Sure,…
Hey there Irobin5000! I'm Linus from the Quixel team. The best way to use our atlases is actually rather simple! In your modeling package of choice create a square polygonal plane. Then apply the megascans foliage you'd like to use onto the plane with transparency enabled, now using your programs "Cut" or "slice" tool,…