Well done man :) As for collaboration with third parties, it's a bit of a double edged sword really. On one hand, I do agree with Spudnik and Konras - the quality is what matters above all, and I doubt that being associated with an organization makes much of a difference in terms of votes and ratings. (well, unless the…
DAY 0 For this project I'm going to attempt to re-learn ZBrush, and sculpt something cool for my portfolio in under 30 days. I learned a little bit of ZBrush back at art school, but I didn't liked it all that much. I never clicked with the user interface and the camera controls. A couple of weeks into that sculpting class,…
Thanks for the replies. I did end up setting this up and as Froyok said it was expensive. I will post the blueprint for anyone else to see when my boss lets me. One thing I did find to help me get this going was Jeremy Baldwins tutorial on Eat3d http://eat3d.com/free/ue4-blueprint-exposing-material-parameters
I'm going to second placeholders. That will let you set up the lighting and camera at least somewhat in advance and make it a lot easier to tweak them to make sure you can capture the sense of scale well. I can't see your image, though, I just get an error telling me I don't have permissions for it.
An example is repeating tilable road 2kx2k material set with narrow 64x2k painted lines and 512x4k road edges and a second layer of alternating dirt road 1kx4k. But when it came to crossroad or branching it's unique cut also non-square mostly that needs to blend into tilable materials well . All this having 512x2k tillable…
I've been using SP2.5 for ages now... and just recently it's turned around to me and started messing with my baking... I'm getting this issue when I bake my normal maps on hard edges it's almost like my UV islands weren't split... or to better explain it if I bake a simple cube, all my edges come out looking like Average…
Awesome work dude. I hope that we start seeing better tools to help artists do this kind of thing so you don't need to be half a programmer to get good art with low texture usage. The problems you're getting with TC_NormalMap aren't because of co-compression, it's because TC_NormalMap isn't a compression setting but a…
It's fair bit of a hassle to sim in Unity and bake out to FBX. You need Recorder and FBX Exporter packages in the project add rigidbody and joint components in unity for Simulation, then record the sim to an animation clip; apply the recorded clip back to the character and then export the character as an FBX animation.…
For the UV, at least on UE4, there's a solution (I can't check if it works, because I don't have UE4) https://forums.unrealengine.com/showthread.php?1861-Tutorial-How-to-proper-export-a-FBX-scene-from-Cinema-4D-to-U4-with-2-UV-channels I don't like the UV tools too, but I'd like to see if with this:…
Auto High Poly (maya 2016 EXT 2 ONLY!) Hi everyone! So after a loong time of messing around with mel I've finally gotten the time to put this together to share with the community! Just take my script and make it a button on your shelf! After that the rest is easy, just follow the instructions below (animated gif!). Notes:…