Substance designer , at first i was using direct x, and flipping the green channel in the shader, and now i ve switched over to exporting as open gl to much the same results its just a normal normal map :P the uvs are mostly just box projections with a few sectioins rotated 90, since thats the intention for those elements.…
This project is really cool on many levels even though hastening to add I'm always extremely partial too cars 😁 And if you don't mind just for my own clarification, the above recent walk through was captured inside UE5 and lit with nanite? Because atm I'm personally in two minds whether either switching over to epic or…
MAJOR PROJECT FOR MA GAME DESIGN - HERTFORDSHIRE UNIVERSITY I wanted to create a concept art book centered around at least 3 characters, but also storytelling is not my strong suit, so I looked into the storylines of some of my favourite games, such as Bioshock and Silent Hill, which are games that delve into themes of…
As Cory said, you should be proud of your work, but it is also necessary for you to notice the quality of your work. It is hard for all of us to get rid of old work because we are attached to it, but we all had to do it at some point because it no longer represents what we are able to achieve. Even if ideally the work that…
@metalliandy might have some experience with this. https://polycount.com/discussion/184167/development-log-building-a-complete-car-from-scans-vr-game-dev/p1
This is specific to substance painter. This might be why @Neox thinks you need to split UVs for normals to work. In the substance painter baking dialog box there's a checkbox "Average Normals" - if you have this checked it will ignore the smoothing information on your lowpoly bake mesh. If you want to use custom hard edges…
yep looks like some kind of "edge" render to texture overlay if edge angle is greater than 180 you render light and if less render dark. Back in the day in max you could use vertex shading script "pits and peaks" then render to texture that, IIRC there were a couple of free plugins to do the same thing (without going…
Enable autosmooth and set it to 180, and clear any custom normals data that may have been imported (unless desired of course, like if the model had been made with custom FWNs). (ignore the fact that it mentions "Split" normals, that's a mistake in label. It will remove any custom normals data, regardless of them being…
Subjective or indeed a solely objectively offered perspective, can be a challenge to sort through particularly for those intent on refining their individual processes generating 3D content whilst progressing toward achieving regardless of the chosen art style, a recognizable industry standard. So really my only…