It's currently PCVR but mid-spec. I have another question with regards to texturing. Since it's VR, if I have some hero assets but they're quite large, the texture I create for it is being made with Painter. I set the resolution to 2K and the UV unwrap is contained within the UV tile space. I'm not using UDIMS. So in this…
I'll be interested to see where this thread goes. The uncanny valley gets all it's pop in the realm of character art, but I think it happens in environments as well when things are 'just off' from how they would be built. Maybe it doesn't create the same sense of unease when it happens in environment art, but it can still…
Would it? Or would it simply be more in line with your personal expectations? They didn't go into this film thinking that they would make some sort of re-telling of classic Norse mythology. They didn't slap beards on everyone or dress all the actors as if they had just stepped out of Lord of the Rings. This was never…
Hi everyone 👋 I’m sharing this environment piece I’ve been working on and would love to get some feedback from this awesome community. 🔗 ArtStation Link: https://www.artstation.com/artwork/98dZER 🎨 About the Piece This is a stylized coastal outpost environment created for real-time in Unity. The goal was to capture a…
Hi! i'm having issues with the normal map (i think). It's giving me these weird light artifacts when i import the textures into another software My workflow is: UVs in blender, then bake and texture in substance, then export textures and import them in blender this is how it looks in blender substance painter Also tried…
I assume you are exporting the mesh maps, not the actual outputs? Normalmal would be named height + normal or something like that. AO also exists twice and you should just have to plug in the correct one. Just on my phone, so cant check myself. But it sure is possible
Hey everyone, I’ve been experimenting with creating a diamond PBR material with prongs. I managed to build a decent version in Substance Painter, but as expected it only really works at the baked scale. In Designer, I know the procedural approach is the “proper” way for infinite scalability, but I was wondering about…
https://syncsketch.com/sketch/FBALHwm8oZ3i/ Hey all I've got a few clips lined up and I'm getting them ready for putting into a portfolio but would like some critique before I put it all together. I've got some in progress game clips all set up on a sync sketch space and was wondering if anyone had any feedback. If nothing…
What is the end intention? Is this to be in a game, as a looping ambient animation for a prop asset? Assuming this is the intention, I would suggest pre-baking the animation into bones, and using skinning to animate the meshes. This is highly performant, but not interactive. To do this you could create the initial mesh…
Hello @Eric Chadwick I did have a reference which was an Album for a song sound pretty stupid but yes, I was planning on using the Aces LUT in unreal and then use the MF-Chroma Keyer. I don't know if that is right but I would like to to match the color-spaces. If at all that is possible.