Hi! Iirc, Unity uses smoothness instead of roughness (inverse). Are you using a custom shader which inverts the value? Painter should have a Unity preset too, if working with default shaders.
About Unvanquished is a free, open-source FPS game with RTS elements, facing off technologically advanced humans against monstrous aliens. Players can choose either team, and must maintain a base while attempting to destroy enemy base structures. Humans rely on a broad variety of weapons and futuristic equipment, while…
Unvanquished Development is the development team behind Unvanquished, a free, open-source strategy shooter featuring technologically advanced humans against monstrous organic aliens. Our team is entirely online, with development centralized on our forums and IRC channel. Developers range from skilled hobbyists to…
I'm not firing unreal up now to work out the exact mechanics of it but iirc you can get position information via the vertex interpolator node It's been a couple of years since i was fiddling with this but I have a feeling I never solved the pivot placement properly and ended up just baking the information into vertex color
just want to mention about maya indie license which a lot of people don't know about: https://www.autodesk.com/campaigns/me-indie/maya-indie check if you are eligible, IIRC it is like $200 a year or something. until you are working professional, or making big money, may not need to pay that ~$2k per year
You'll end up with two maps one will have good ends the other will have good sides. It's really just a matter of layering them on top of each other in Photoshop then erasing out the bad parts from the top layer. On more organic shapes it can be better to just push the cage outward evenly just enough so that it encompasses…
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one of the transparency types supports shadows - i think it's the forward one. It has some limitations (possibly no support for screenspace AO) . iirc it's comparatively expensive and unsupported in the lower material quality modes but it's probably your best bet you'll have to compromise on something with transparency,…
Good work so far. The armor is looking the most polished. Some of the UV mapping is a bit sloppy and could be cleaned up to help present the texture better. Could you post the texture flats so we can see the unwrap job? The face could use quite a bit of work and it is where I will center my crits: Hair: - Much to yellow…