you could use fur alpha textures in zbrush with not much z value just to get something for the lighting to catch on in the normal map? good work anyway
3DC and alike are a two component format only. Which means X & Y of the normalmap is stored, and Z can be reconstructed in tangentspace, as it will always "face up a little".
Hi Polypeeps, Been a while since I posted here. I'm brekaing my silence with this new piece! I'm going to be modelling this concept of Dragonball Z's prince of vengence- Vegeta by Astor Alexander.
Hey there folks, take a look at my sketch book full of stuff. Old Room - Environment Practice Antique Writing Table Texturing Practice - PBR Ceremonial Dagger - Z brush practice
With a small and dedicated team, we are currently working on a first-person tactical co-op game using Unreal Engine 5. The game features a realistic, military-focused setting with a strong emphasis on simulation and tactical gameplay. We are searching for an ambitious generalist with a high focus on art and tech-art…
But even everything is fine with the scale and the symmetry and the pivot, this dumb pop-up appears when you try to dynamesh an object with SpotLite(suddenly!) is turned on. Just hide it by pressing Shift+Z and then dynamesh the subtool.
Having a bit of a Z issue when we get too close to walls atm, which is a bum, gonna see what can be done :( You have to be stood right next to a wall, but still.
Should be carfull with it there are a lot of cases where a little extra geo is a lot cheaper than use of a alpha map, since z sorting can take a long time if there is lots of alpha used in the scene.
If you select your mesh. and Shift + RMB/ mapping... Do you get the options for planner map x planner map y planner map z Or is the options missing from here as well?
Which fundamental aspect of game art are you worst at (Painted textures, lighting, z sculpting...on)? I'd start there, focus heavily on that and work down. With 200 hours you can definitely improve significantly.