I am currently working on a Space RTS Game with 1 3D modeller and I am currently still in search for 1 Concept Artist and 1 2D Artist. The main job of the Concept Artist is mainly to create different types of Spaceship concepts which will then be given to the 3D modeller to model. Once the model is completed, it will then…
I have a question about UV tiling. I am working on a 3D prop in 3DS Max and wanted to understand UV tiling a bit better. I have seen some side effects from overlapping UVs when baking normal map so I wanted to know if what I did was OK for game ready models. In the prop I have about 14 bolts that are all the same so I…
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I mean something like this type of script, the problem is that you have to add a parameter block and attribute holder to keep the information in the scene, which I don't know how to do it. https://forums.cgsociety.org/t/saving-character-poses-on-custom-rigs/880779/5 ------copy pose MyLatestPose = #() --empty container Obj…
Hi Pior, thanks for the reply! My center line where the UVs are mirrored is not flat. Maybe that’s my issue? I’ve only been baking with the full model (with half of the UVs in 0-1 and the other mirrored half in 1-2 UV space) both in Marmoset and in Painter and both show seams when baked. I’ve also tried to put those maps…
First of all you should not have overlapping UVs in your 0-1 UV space when baking, you should offset the overlapping shells by 1 in U or V (This is not moving them to another UDIM either, games rarely use UDIM workflow anyway). Moving the overlapping shells across basically mean they will be ignored when baking. Each pixel…
well, the good thing is that you only unwrap one of the duplicates, then where you put it on the texture space will allow more or less variation :) So you could have 5 or 6 overlapping here, 5 others overlapping there, etc... still using the same texture ;) (cause it makes no sense to have 1 texture per bolt or for all the…
So for a very late update (been a bit busy lately) The W:H for the map is 2:1 but for testing I just exported the maps 1:1 Hope someone can help or point me in the right direction. Attached is a few screen grabs, I'm not nearly done texturing but I decided to test my textures and came across the following. The roughness…
No but you could setup some shortcuts (MEL scripts) that toggles the display of certain UV elements. All UV elements can be toggled on/off. I wrote this not long ago (fullscreen script): toggleUIComponentVisibility "Tool Box"; toggleUIComponentVisibility "Attribute Editor"; toggleUIComponentVisibility "Channel Box";…