Hey Polycount, nice community you've got here :) I hope I've posted this in the right place... I've started taking my first steps into the world of Quixel and PBR texturing and I'm loving the suite so far. I'm making an interior sci-fi environment with a modular based approach to the wall assets. Having now finished…
Hi guys, recently I try to teach myself about cryengine and found out that modo and cryengine have different up axis that give a slight problem here (even though I know UDK also have different up axis then modo, but the exported geometry fbx seems fine and not lie on d ground like cryengine did). Wasn't able to find an…
Hello, What would be the best (easiest) way to align high poly and low poly meshes for baking in substance painter? My workflow so far goes like this: 1. Create base low poly model in 3ds max 2. Import LP mesh to Zbrush. Dynamesh -> Sculpt details -> Decimate -> Export (fbx) to 3ds max. 3. Import HP export to same scene…
Hello all! Now i'm modelling the M320 Grenade launcher and i' ve almost finished with hipoly model and lowpoly model and now i'm preparing to make UVs. And before doing that i need some clarification in a couple of questions. 1. How to deal with normal maps? If i'm right then i need to: | make different smoothing groups…
You separate transparent and non transparent stuff because you need to use different materials (if every material supports transparency you fell at the first post) Trim sheets are called trim sheets because they're for detailing trims - this is what you should use them for. You dont have to use them if your trims aren't…
"Using it for heavy modelling or animation, hurts like hell." Here's a curveball : the culprit is probably not the mouse but rather the software itself. For instance in the vast majority of 3d programs moving an object involves clicking precisely on it, dragging it with a mouse button down, and releasing. This might not…
You can render maps in the material editor (e. g. if you have some noises or already unwrapped textures you can render a combined result of the texture), but the material editor has no idea of your object or its UV layout (or its vertex colors for that matter) so I'd be skeptical regarding the question if it can do what…
2 x2048 maps sounds very good to handle a complete character. If you compare to for example Final Fantasy characters, as Lightning, they have 3 or 4 1024 maps. I personally always layout my UVs according to the material that the objects in the layout are going to have. It makes it easier later. But obviously you always run…
I wouldn't worry. I tend to straddle fences when it comes to this sort of thing. It's the methods I object to, not the sentiments they come from. There is plenty of behavior and views that are quite clearly antithetical to society in general, and the principles of the U.S. in particular. Claiming that any group should have…
I usually process during working hours. When building the dense cloud you can use the gpu to process it and it makes it a million times faster. It only works for the dense cloud though. This shouldn't be an issue. If your shooting 100% manual, and you make sure the object is well exposed having low angles with the sky in…