I have been experimenting with creating tile-able textures in zbrush and have had some great success thanks to these forums. However I have found that these types of shapes in the following screenshots are confusing me as to how to set it up. Rock shapes and repeating patterns like bricks are easier to setup. Example 1:…
Recently I have been using this workflow and I created a write up on how its used. The high level of it involves converting a tile-able photo source to normal map, then creating a pattern of the normal map. These patterns are then able to be quickly applied as an overlay normal map onto an already existing normal map. As…
I am texturing a hard surface modeled figure and want to add decals in a separate layer (Graphics etc). What is the best method for adding the decals? I know I have to use to Bitmap inputs (One for the image RGB with the pre-multiplied option disabled) and one for the Alpha (With Mono Channel Output on Alpha). Then use the…
Hey guys...I have no idea why this is happening... I don't think I've baked floaters before...decided to do it on a project I'm working but then I noticed some weird stuff happening...so I created this example to show what's going on... The padding of all the floaters stays inside of the UV island...the bar for example,…
no. my question is of direct importance, I'm new to this, and I want to understand at least superficially. I'm learning modeling and I want to try putting the model up for sale. I don't even understand what you mean when you say "steal other people's (or companies) intellectual properties." I also heard the answer that you…
kanga - yeah, similarly for a bevel 'shader' workflow at material level if baked with hard edges as opposed too firstly projecting for example, your hard surface primary (quad topology) baked data onto the same correctly prepared proxy. An early bevel node baking series at 2048px * 2 texture resolution of a medium poly…
In Substance Painter you can paint on a special geometry of 8 quads for example considering each quad have it's UV in 0-1 space . Overlapping each other UV in a word. But once you try to paint in actual game asset, a piece of a road for example which tiles outside 0-1 UV space without UV splits you could paint only on…
Thanks for the reply... Okay, so I see that it's not a simple 1 answer for every situation... So generally fewer keyframes would be less memory expensive but the total number of frames in a file, you don't think would affect performance. If for example, I have an animation that is 5000 frames long and only 1 keyframe every…
Ambient Occlusion is often different across the surface of the model, so it usually needs unique UV space for every surface. However some parts of a model could have the same occlusion, wheels on a car for example, so you could overlap those UV parts to save UV space. Normal maps typically have a lot more reuse…
I have seen very upsetting things in broadcasting as well. I agree There is a lot That would be a mistake for game dev. Anything that cripples creativity for instance. So we all can agree that we will not be pieces of shit. Now tell... In this creative industry, do you really believe peoples self worth and attitude to…