Hey all! So I have a couple of questions regarding the auto LOD Screensize values that get assigned to meshes, how exciting! Currently I'm having issues with the numbers being automatically set when you generate the LODs, the issues I keep coming across is poorly set values, LOD 1 = .075 (thats ok), LOD 2 = .072 (what?)…
Ran across this little digital tidbit recently. Map Zone Website Most of you have probably already heard about the company producing this software. They made a pretty big splash in the development community a while back. Their software solution for procedural in-game textures was quite interesting, and was recently…
Hi Quixel users and everyone else! I wonder if there are any recommendation regarding how an AO map should look like to be optimally used DDO and a workflow how to create those. Currently I'm doing the following: 1. make AO from high to low poly in Blender 2. add details to normal map with NDO 3. a) convert edited normal…
Hello everybody! I'm going to create a 3d environment for a mobile game on Unity. Project - action with a view from above and spacious locations.Since the project will not be released soon, the target platforms are top-generation devices of the current generation. By collecting information, I'm a little confused in the…
Your portfolio looks good. Modeling is solid. The edges on your high-polys are too sharp though. Your textures leave room for improvement. Right now you are mostly using base materials with a generic cloud texture. The edge wear and dirt looks generic too. Think more about how objects are used and where edges are getting…
I have to make a bunch of images made out of eyeballs and teeth and tentacles and moaning faces, and I can't think of a better tool to generate all that. It looks like among the sins of generative AI, no one wants to play with a 2015 image toy any more. I can get it set up myself, but it's gonna be a brain drain to figure…
i would expect that some generic grunge alphas would do. The surface of the bone probably has a mix of some long striations and little circular bumps? Because it is such small high frequency details I'd expect that any noisy organic patterns that are close-ish to the shape would work well. substance painter and toolbag…
I have been experimenting with subtle point lights today to improve the overall lighting of the scene. Here is a with and without comparison : (please don't mind the grass tiling obviously showing up, I'm planning to overlay a terrain colour map later on once I'm done placing the key assets on the terrain). This technique…
General rule of thumb: 1/ Don't make impossible shapes. Things don't have to line up perfectly in an ortho, but as long as they roughly work, then it's fine. Leave the non-euclidean stuff to the designers. Generally if you can sketch out a few views of different components or sub-sections it'll weed out the impossible…
been cool to follow your various updates, nice to see you continually trying to improve it. For me... The diffuse work is a little too "generated looking", a lot of the edges of the metal panels have heavy scratching or wear. Think about how the panels are used,are object/people are likely to interact with them? (bump…