I noticed there is no thread and thought I'll let you know. This is a very good deal if you just need a specific software and not a whole subscription. For a price of a 3-month subscription you get updates until 2023 and then it's still going to work, as far as I know, just no updates.…
So I am doing hard-surface modelling and I am not quite sure why I am running into this problem: - To avoid ugly seam I start to straighten UV shells (using the Straighten UV tool). - But after straightening the texture appear to be skewed when applied on the model (this is the confusing part). I am not sure if this is…
I'm working on 100% procedural wooden planks with worn paint. Here is the latest iteration: i added functionality in the graph to adjust plank size, paint erosion, nail position, paint and wood color and all that good stuff. The first (and perhaps most successful) part of this graph I tried to figure out was the paint…
is there somekind of guide in doing this? I already export parts by parts, high and low. Now do i just combine the low poly and high poly into 2 fbx file format in maya and re-exportit again? or is there somekind of way from zbrush straight exporting all the fbx into one file without renaming it in maya (cuz zbrush naming…
Hi, I am quite new to texturing and I am trying to bake a normal map of a high poly tree object into a Low Poly version as I would like to use it in Unity. But for some reason I get strange artefacts along the edges of the low poly version when i bake the map and apply it. here is an example of the problem that happens all…
Thanks for the tip. I changed it to your suggestion. My recent environment gained more attention than I thought it would, so I started sending out applications again. I read a tweet from a senior environment artist saying Megascans were a red flag on applications and that has me concerned. I've been having a hard time…
For substance you want the memory above all else - fwiw you're going to struggle with a 7series if you want to do anything bigger than 1k especially in Painter. Max it doesn't matter about a few fps - I was using a 760 to make PS4 games for years and the gpu was the least of my problems. Zbrush AFAIK barely touches your…
Hello, This is my very first attempt at creating my own material from scratch and my very first post on polycount. I wanted to try to create a lot of different shapes so that I would become more familiar with all the nodes in SD. This is a work in progress and I'm looking for feedback before I start adding dirt and…
I'm trying to bake out my texture maps, and they're completely warped. The Normal is particularly bad. I could understand minor issues, but the result is just absolutely destroyed. Adjusting the raycast distance does not help. There's a lot of warping in general, and no apparent bevels. The high-poly is virtually identical…
I'm creating an assortment of assets but I'm not sure what is going on with my bakes. I'm baking from highpoly models, I've made sure every single piece is zero'ed in Location, Rotation and Scale and I've made sure the naming conventions for both sets are all correct and matching (_high & _low). It seems to be only the…