Hi all — looking for thoughts from experienced artists and technical folks on a workflow challenge I’ve been thinking about. I’ve been examining common pain points when moving assets between Blender and Unity, especially around: * Export pipelines (FBX/GLTF) and unexpected mesh transforms * Scene hierarchy handling and…
Sorry for the late reply. Yes I had tried connecting my texture coordinates to the panner. But I wanted it to be dynamic so that I could have different panning levels for different meshes using material instances. I was stuck there, since texture coordinates couldn't be converted to parameters. This was the issue I had.…
This is bit long. Sorry for the trouble. (1) First off, Is using Trim Sheet still relevant considering there is an effective and efficient method (i.e. Substance Painter)? (2) For this question, please refer to this image: https://www.dropbox.com/s/7hq42s0faztk9bm/c4d051_Tile_Trim_UV.png?dl=0 Let us say the "Current…
Hello everyone! Im a final year student at my uni and currently I am making a modular kit for a rural medieval village. Im looking for some feedback for my modular kit, any feedback in general is appreciated, but if you want me to be more specific then here are some that I would like to have feedback on: * The layout of…
actually - that stuff is probably not a big problem to train for. it's pretty close to solved using conventional algorithms - the biggest issue is really in layout. it's still prohibitively expensive to train - its 10000% cheaper to brute force it with a team of artists than it is to invest in training a model at present
Hi! Perhaps you find some useful info on the Concept wiki page I think the base of many environment concepts is a 3d blockout. For example concepts could be done on top of renders of a greybox level, or the current level state to explore options. I think a crucial part when fleshing out an idea, whether 2d or 3d, is…
problem is some of the packs are terrible and you don't get to choose them most of the time I have had packs where the high res model has a normal map on it for the details ie they have just taken the MD triangulated model in to substance and detailed it. so then trrying to match a retopo version becomes really tricky or…
Hello Everyone! This Week's Update. I have added a few more elements to my composition blockout in UE5.7 to push the layout and overall feel a bit further. After that, I jumped into the main centerpiece of the scene, the gothic house. I am building it using a modular workflow, or at least as close to modular as I could…