Update: By trial and error I have found precise formula for Height Adjust filter Multiply slider: square root of the multiplier between two Texel Densities For example suppose we have Td = 4 and Td = 15, thus 15 / 4 = 3.75 and now the square root of 3.75 = 1.936 so to obtain equal height magnitude between two Td = 4 and Td…
I see comparisons between a full price (singleplayer) game, and a more mmo type game that needs money in the long run to sustain the developer/server costs. I just think that's a unfair comparison, and the discussion should be about, do you want to pay for DLC's/expansions/subscription fee's or a micro-transaction model or…
Hello, First of all sorry for that generic title but it's quite complex to explain my question in a few words. I have some years of experience in 3D modelling and texturing, especially in Maya and Substance Painter, but very few in animation and VFX. I need to recreate the physical behaviour of terrain worked by…
Nice update! I'm a big proponent for using trim sheets... for trims. Not for large surfaces with tiled textures. So the cobblestone street for example is a worth using a tiled texture which is just stones alone. This gives you more variation and helps avoid repetitive patterns. Another trick to avoid repetitive patterns is…
Granted I work in VBS3, but ARMA3 is similar. Since RVMAT is a separate file it is not attached to object properties. These are loaded manually within Oxygen. I'll throw out some quick bullet tips we've found work for VBS3 and may carry over when creating models. * Triangulate in oxygen using the "/" key and not "\". Both…
So I'm working on some modular pieces for the unreal marketplace, and trying to figure out what would be the most useful method to use to get soft edges on the models (non-unique textures), as they both has it's advantages but I would like to get some input about it. I made an example below, 1 is with edge loops and 2 is…
I'm pretty new to the whole concept of displacement maps/parallax occlusion/Tessellation/Height map? especially in SD And I have these questions below stuck in my mind for a while. (Just saying, I'm REALLY uncertain about the terms and what is actually being used in the examples below)…
These highly customizable hands are ready for your First Person Games. AAA quality asset is created especially for next gen projects. Available on Asset Store! Unity 5 ready! Features: - 2 low-poly meshes: 2 350 tris each. - rigged and skinned for your own animations. Now it's clean and simple, Mixamo's like rig. - 9…
I also had this question recently. I took some models from modern games (PUBG, MK11) and pretty much all of them do have thickness on "hanging" parts of their clothing - even if a tiny amount. Which seems like it's bound to have inter-penetrations when it's simulated. I guess I'm just thinking in terms of Unity cloth sim -…
Okay, here's a few examples I run into every day: Example 1 L - select linked R - rotate... X - ...along the X axis Example 2 L - select linked shift-ctrl-alt-C - set cursor P, 1 - split selection to new object M - move object to layer While I love that all of this is possible with hotkeys, I think there's far more wisdom…