Gradients aren't bad if you have your model setup properly so it still looks good. Having lots of UV splits costs extra memory - which is bad. Although this example is a pretty simple model.
Yep, you´re right. I noticed that it doesn´t happen for the head or torso for example (or in a separate file as you said). The lower the object is the bigger the difference in the brush size change (I just moved the shoe way up close to the head and everything was ok, so it must be the perspective). Turning off the…
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Oh right, I skimmed the post too fast and thought you propose conflictless shortcuts, my bad. The remaining conflicts here are for example deselecting (alt+LMB) or push/pull switching with brushes (alt+LMB).
@ Dave: Even if you can manipulate the lightmap channel in UDK, the example you showed can be achieved pretty easy using the diffuse channel, Epic seems to do it the same way for their demo assets that come with UDK
tongue looks good, but i think over all, theres still too many smooth parts on the thing. the legs for example, and the nose. eye brows. shoulder. most the body has that rock texture to it. the rest needs it :)
Are you using material blending shaders for your metals in your scene? For example that surface that the chairs are sitting on, that black looks very opaque and the underlying metal from the scratches looks like it would reflect a lot more.
Like Gir says. Here's a great example, step by step, from Daz. It's from a few years ago, but the principles are still very relevant. Well worth the read. http://www.cgarena.com/freestuff/tutorials/moff/index.html
Just like Kitty said, the best way is to just plan ahead your topology before using boolean. This video for example, well, not exactly boolean but you'll get the idea https://www.youtube.com/watch?v=U7HG6XJsKoQ
Hi Owers, Popped into shader forge and manipulated one of the example shaders to include diffuse, normal and a value for the spec. Seam still apparent, would you mind sharing the custom shader attributes you've used? Cheers,