Look into neox's and dimwalkers suggestions. With a bit of finessing you should be able to fix overlaps. Edit:Rejoice! It looks like you can pin verts with unwrap pro after all =) https://polycount.com/discussion/235489/uv-straightening-and-its-perks-on-lod-generation
I'm making game models for a hobby project. Some of these models is hard-surface armor. I'm making some of these armors different proportions to fit different sizes. The problem is, even with blender's shrinkwrap modifier the hard-edge outlines of the lowpoly will "slip off" the highpoly and they have to be meticulously…
A non destructive boolean & modifier technique is certainly well proven for rapid iterative hard surface workflows so yeah what I'd personally recommend. To better illustrate my point, here's a walkthrough authored by Frank Polygon alongside an all quad Subdivision and Mixed topology method also moar good stuff can be…
You could (in theory) encode all your colours/gradients as a curve or 1dLUT , mark up the various different "material IDs" with vertex color and offset them with parameters on the material instance to index into the curve. bit of a waste of effort though imo :D
This has been a WIP I have been hacking away at during some free time any and all critiques are appreciated, I 2nd guess my pieces a lot. I think I'm looking for a critique on how to make my final shot more dynamic or interesting, I always struggle with this part. If anyone has references I can look at or artist work you…
Hello, I recently learned about face weighted normals and just wanted to get some clarification on how they are applied in Maya. My current understanding is that Maya versions after 2012 apply face weighted normals by default on everything. So all I would need to do is add bevels and soften the edges. Is this correct or is…
its a real pain to bake in blender as if you have any metallic on your shader, it either does not bake at all or comes out looking too dark so all the chrome has to be kind of diffuse
https://linahinyemata.artstation.com https://linahinyemata.artstation.com Hello, I hope this message finds you well. I'm currently a game design student, having recently completed my Bachelor's degree and now pursuing my Master's. I'm interested in applying for a position as a 3D Art working student, and I'm seeking…
Hi ppl , I would like to write a python tool that does something with all material expressions inside of a given material. I have some issues with two material expressions: * Named Reroutes * Material Functions Named Reroutes are particular annoying, because the team is using them a lot. My script currently runs…
for the tiling textures you likely want to combine it with using a splat map: Splat - polycount basically it is a master texture that controls where tiling textures go. If you overlay some textures on top of all of that it can look pretty convincing without a lot of work.