Hey Guys, good thread! However, would it be possible to add information about what specific programs benefit from the most? F.e. had I not known that Zbrush doesnt care about core count but rather frequency Id long bought a Ryzen. Someone who does a lot of cpu rendering though might decide otherwise. Currently my question…
It sounds like a averaging issue to me, EQ and Co. have a thread on that at the top. Sticky. I have seen plenty of characters and items get hand-painted normal maps without baking, and they didn't require no fancy software other then B&W paintings. It's all in the UV and general baking, the best combo would be to be to…
Alright next step! I took the rigged UT model, destructured it a little for greater flexibility (torso split in 3 sections to get better shape interlocking, same for the legs) and got a static object that should behave okay for voxelling. Also having the rig ready on the side should let me pose sculpted pieces of armor…
Just my 0.02$: 1) Use texture tiling ( aka texture wrapping UVs ) 2) Use procedural textures ( noise, wood, skin shaders ) and composited layers. 3) Use texture compression ( DXT1 for color maps + 3Dc/A8L8 for normalmaps ) 4) Detail mapping ( detail=signed grayscale texture tiled ) 5) Fur fins to hide the base texture 6)…
I didnt benchmark. but I ordered the "likely" performance by thinking of what resources (math + pervertex and perpixel vectors) each method needs for bare minimum to work. Of course when shading is more complex and more resources are spent, the hit of changing between each might be very tiny. Afaik the game EQ works on had…
I'm not sure about Maya, but Max is a factor of 100 larger than Zbrush. Every operation you do in ZB is optimal at its own native scale(which isn't really comparable to real-world scale in trad 3Dc packages as ZB isn't a true 3D environment) The unify tool in the deformation palette is ZB's native scale. The other option…
"unfortunately 3d Coat runs extremely slow on my pc (1 tb ssd nvme, ryzen 2600, 32gb ram, 3060ti)" This doesn't add up. Outside of the annoying and frustrating UI oddities that have never been addressed, voxel workflows in 3DCoat have been really quite fluid (in terms of framerate and brush behavior) for years and years.…
I actually do have NSUV[Straighten Shells!!FTW]. I have shamefully moved further from it ever since discovering 3D coat. I but do miss my dear to heart nightshade suite of scripts. One of my primary factors for moving more and more to 3DC was that I just couldn't get the Textel density operation to work[that and/or I have…
That's always going to be the case. Materials above and beyond standard PBR metallic-roughness will not transfer reliably between renderers. Each is so different in what it supports. If compatibility is key, then it's best to adjust the asset down to the common denominator of surface attributes: * Albedo * Metalness *…
Ah. I thought it referred to something else. I avoided that with my trees thankfully, even though I didn't know it was that important. I guess that's why I've gotten such good performance with them even with a thousand or more trees on screen at once. I use an engine which uses alpha testing though, ( Cryengine2 ) which is…