I found that _disabling_ SLI mode for those of you with 2 gfx cards will significantly improve overall performance and virtually eliminate the texture pop.
At XRS we create real estate CG experiences using Virtual Reality technologies. We are looking for freelance 3D Artists and Studios that are proficient in creating game ready assets (mainly furniture) to help us cope with our increasing workload. This is not a permanent job, but an on demand requirement. Responsibilities *…
Pod 8 Studios provides very high quality and extremely cost effective Virtual Reality and Game asset solutions. We are based in India. About us: We are a bunch of passionate, creative professionals who share a love for the arts and technology. We have honed our skills working together for close to a decade at some of the…
UDIMs are handled as Streaming Virtual Textures (SVT) in unreal engine. Sorry, I've just realised I've assumed that's what you're using, disregard me if it's not. I'm not sure what the state of UDIM support is in any other engines. to have fun
Hi again guys, here, there is a brief explanation of some of the processes involved in the creation of the video clip. Hope you'd enjoy... (By the way... Thanks Andre :-) Development of the elements of the story... The Crew First, I designed the crew uniforms. A clean a functional one, to be used inside of the space ship,…
OK I watched the first video. I'm not sure how this process saves time/work. Why not make some tiling sculpts on flat planes, bake those out to normal/diffuse/specular maps, then make your lowpoly tunnel segments using tiled UVs? You can avoid repetition by painting some vertex alpha to blend in different texture sets…
I really don't think they're using virtual texturing. They're pretty close-lipped about their actual art tech. But it looks to me like layered shaders.
Hi everyone, Here is my Gnomon Tutorial on procedural texture creation. Been working on this on and off. Hope you all like it. I hope I do not put anyone to sleep :D Link here Description In this lecture, Rogelio Olguin will introduce the basics of texture creation with Substance Designer. Rogelio begins by showing the…
Hey Michael, sorry for the confusion. I guess a better way of saying it would be an alpha stamp or alpha brush? But yeah, I'm using it as a displacement map. And as for exporting it at a higher bit depth, this is just a texture I got online. I don't have the original sculpt / source. But I still don't understand if those…