I needed a script other day that would calculate normal maps intensity parameter from a target normal map example and match all the project normal maps to same intensity for more unified look . I asked Chat to hipass normal maps, extract high frequency details and measure each pixel normal deviation from vertical, find a…
Do you remember how some big action movies from the 90s had those neat miniature & matte painting cities that were heavily exaggerated? I would like to make something like that for 1990s Los Angeles. My pitch is an open-world, third person, action game / simulation set in megacity LA. There are many great films set in LA…
thank you i cleaned it up and found when i delte some of the edges which were close together it solved the problem, cause there as no tris in the mesh. If you are using low poly does it not like edges too close together on meshes, like for example when you got two edges close together to tighten a hard edge?
@killnpc Hey! You are right, you made me realize that I made a terrible explanation of my problem. I'am using a Blender plugin called GrabDoc, that allows me to easily bake high poly mesh to a plane. Then, I'll take the low poly mesh and map its UVs on this trim sheet. This is my trim sheet so far: So, my issue is when I…
The recent thread asking how to maintain texel density got me thinking, as many of the answers were needlessly complex or the opposite, i.e. just eyeball it. There is actually a fairly accurate and artist friendly way to match a specified texel density, so I thought I would take the time to explain the method as well as…
Hi dzibarik! Firstly, I just want to put out there that I am no professional in the gaming industry, nor have I done a degree in Game Art, 3D Modelling or anything related to Game Art. I left my BA Architecture Degree because it was full of people I didn't want to be and the Industry seamed bleak to me (in my personal…
Hi! I'd note the couple of seams currently on the head would show up when using detail maps (unless masked). And I think generally straightening UV borders (where it makes sense) will decrease the likelihood of aliasing artifacts showing. As an example, here's UVs from an old Metahuman head I had lying around: Borders are…
Hey guys, first ever post here :) Im currently working on my first "real" high-poly model, aka I want a mesh whose detail level could be controled with a subsurf. The idea came after seeing the wonderful realization of Stephanie Nieves "Biomodem" after some concept of Stålenhag…