I am trying to make my first big set and am trying to figure out how to break the chunks up into modular pieces and how to texture them. I want to use a tiling texture as the base and add details with substance painter, but there's too much surface area for the shells to all fit into the 0-1 space and tile. Is it okay…
Hey everyone.How would you all feel about a thread for sharing tile-able textures that you all have made? Most everyone has some, and a lot of times they may never be used again.Your thoughts?
Another quick tip when it comes to doing mechanical animation, you don't need to have a "skeleton" or skinned rig to keep object pieces together as one animation file when exporting to UE4. If you're working in Max(I'm sure maya has something similar/the same), you can literally just use the link tool to link the lid to…
One piece of advice i can give you guys when you do these types of art test (if youve never had an industry job) is to keep your work nice and organized,especially your psd's. One aspect of being an artist in this industry many of us learn after we get a job is changing work you have done in an asset and in a speedy…
Hello community! Hope your great wisdom can help me to find what I am doing wrong on my workflow. I have been struggling with it for a long time and I am not able to find a solution anywhere. So please, help me! When I texture my models on Substance painter, I get pretty good result on its engine Iray but I am not able to…
Great point with drag and drop. I confess I haven't used it much. I'll create a ticket for it! The flickering is a known issue and is hopefully resolved soon with large image support. In the meantime try some tweaks in the settings like turning off mipmaps and see if that helps! Bit depth is a big topic. It is on my to-do…
Maybe ! Not sure, but as always with that kind of stuff it is very much worth a try. I could see some arguments for and against : + Being able to reload the last scene on startup would be pretty great for consistency within a given project. In that context it certainly would be a time saver. - However it could be possible…
Mainly used by Graphist's although you will find the occasional big talent from Bioware or Blizzard on there. The biggest issue it currently has (like most other services) is that it doesn't have a unified picture system. You click on one set, but you can barely see the others, there is no simple way for someone to know…
what? this is all rubbish... using 186 grey as your mid-point is if you want to try to author your texture in a linear format, in photoshop, which is almost impossible. the "best" way to do it, is to use a curve adjustment as farfarer pointed out. just make sure your top layer is that curve adjustment and anything you do…
sounds pretty good what Rob and Xenobond said. alphatest = 0/1 decision is fast and can be treated same as regular geometry. It's also compatible with deferred shading, if the engine does that sort of stuff. Ie. no worries. alphablend = the "sorting" issue as mentioned. Basically Rob summed all the sorting options, whether…