Ok, first off, crazy bump/photoshop filter is a no go. Its there to help you sell your local map, not make it. Some times you can get away with it on simple things but for a model, best off making it from a high poly. The diffuse is way to noisey, try and get a better base texture for that. Now the main problem I spoke…
Hey, I am trying to have a crack at the max to Zbrush workflow and want to have some more precise layouts in Max. I am having a hard time trying to get the grid snappings to do what I want them to. Basically I have a plane as the guide (200 x 200 with 20 lines to start with). I am just trying to make some very basic…
Hi all! We are looking for people to help make some games - the goal of the project is to create a *hobby* team that will eventually be able to learn, tackle bigger projects, and make some cool games. We work as team altogether, discussing options together, and making decisions with democratic votes. Nothing is super…
Hello all, I have some questions about how you set up a new project in udk. My system is not the best in the world and sometimes crashes whilst udk is baking lightmaps and so on. Which destroys the environment i lose basically everything in the package. It also says that my files are external and cant find them. So my…
Coming to UE5 from UE4 and have a few questions regarding modular sets and nanite. If I have an exterior building wall set that is going to be brick, is it better to use a height map to displace the mesh in ZBrush/Blender, then use nanite on those modular pieces? Assuming it would be a bit more work to get the modular…
I feel the synthetic feel in games and 3D in general has two main causes: - Lack of technical capacity of engine (or performance and time constraints when authoring) Engines are very good at displaying an staggering amount of tris now, have better lighting solutions, high resolution textures and more. Yet as pointed out…
I ended up using PowerToys' PowerRename (bulk renaming) feature to get rid of the underscore every time. Annoying but better than manual renaming. Also Substance painter 11.0+ apparently has a problem with auto-updating imported baked maps.
you might find that your publish settings need adjusting - i haven't generated an sbsar by hand in years (all automated now) but i vaguely remember there being specific things you needed to fill in to get it to export at a fixed size. it'll be in the docs somewhere
Hello, So i've posted the same question on the official forum of unreal, but nobody found an answer and i'm really curious to know if there's an solution for my problem. I'm currently working on a project on unreal and I'm struggling to get a nice quality with the sequencer custom passes. The edges of the meshes look…