Yeah I get that part. But what certain part of the overlapping ones do you want? Any why that part? Lets say that you have UV shells A, B and C. B and C overlaps each other, so you move C out of the 0-1 space just for the sake of baking, to avoid overlapping results. But why keep B in 0-1 space and not C? And if you plan…
I noticed something in the Standard shader that surprised me. The Metallic Map uses the R channel for metalness, A for gloss/smoothness, and G and B channels are ignored. But both Height and Occlusion both use the G channel only, and ignore RBA. Would it make sense to change one of those to B so that a map can be packed as…
I don't mind answering questions. It helps me organize things in my head because I often have to explain these things to people. Huge stuff in the distance: So, you probably have a skybox. But, you want a huge object far, far away. You don't want to set your camera far clipping plane to something huge because that messes…
If you enjoy the technical side, maybe industrial design? Or since you have college, try an internship? ILM takes them on, but there is a very large waiting list. It really is all about the passion, and creating a personality as an artist. Nothing you have shown says what that is yet. Everyone was there once though, it's…
That covers UV splits but not hard edge splits like eltarbos mentions. It's been a long day and I'm having trouble thinking this one through fully. Also, what maya version? Looks like polyEvaluate got buffed in 2018. -uvEdgePairs(uep) would be handy here at least. (how do i escape this textual hell?) I think a script for…
Like said, it depends, especially for the chamfers. Do you need cuts for normal maps because of hard edges? What's more visible? How much distortion and size scale changes are you willing to deal with? Personally, I'd probably do something like this: "a" can be straightened out without any distortion, the inner and outer…
Great work on it @BillyJackman! Glad to see you stuck with it and put some great details into the walls with the drips and dirt. :) The only thing I'd want to point out for your next project would be to look into ways to make the pipes feel more embedded into the concrete. Particularly the copper ones feel like they're…
I have some good progress on my vertice align script it works like this, you select your verts and hit the script, it automaticly detects the flow and will align the verts between the 2 end points on that line. example usage: or what I still plan is a angle snap value (e.g within 2° or 5°) where it detects to snap to…
you can scale the UVs going into a maya texture node and indeed that data will not be passed through when the model is exported. in principle, if you apply the same transform to UVs plugged into a texture sampler in unreal it should give you the same result - if there's a difference it could be a few things - the texture…