It doesn't support non square baking yet (it's a global lack with both SD and SP baking) but you can bake in 4kx4k for example or whatever your highest vertical or horizontal resolution is, and set the document to the right size, everything else should work fine. The mask generators are built so that they don't stretch on…
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Certain layer types are non-destructive. Fill layers, input processors, and procedurals are all fully non-destructive. Paint layers create pixel data (similar to typical 2D image editors) and we do not have systems for reprojecting this data if the mesh or UVs are changed at this time.
Just did a new tutorial to share some knowledge and lessons learned from the iOS development stuff. I thought this would help some folks in the area of scaling UI and stuff for Retina devices. Universal GUI for Retina and Non Retina iOS devices - Unity 3D - YouTube
It was a very common technique once with combining multiple neighboring objects in a single, often non-square texture for a sake of having one shared distant LOD object in systems using hierarchical lods or lod grouping . Still works with that logic and good for mobile games for sure but AAA games moved toward UDIM…
I have a non-humanoid character in various forms having different topology, but share the same bone conventions that everything is parented too. I need to add a ability for different variants to share the same animations and ignore bones such as back spikes. Doing this would take a great load off my back and help me add…
I often find I have to do operations to my layer masks, ideally I would just use a smart object for the layer mask, but this doesn't appear to be possible. Right now I am making a smart object with my non destructive edits in it and then duplicating it then rasterizing it and then using the result so I can always go back.…
Hi, Just wondering if anyone have seen cubemaps that put Y+ at the center of the cross, for example: If all I have is a standard panorama HDR image or a standard cubemap (where Z+ or X+ is at the center), can I generate a non-standard cubemap like above from it? (Maya's PBR material unfortunately use this weird format for…
Cheers guys, after updating to the newest version my old textures I created with a non-pbr-spec-gloss shader turned pink. There is an error message when opening my old files (see image 2) Is there any way to get rid of this problem besides redoing or am I just missing something here?