If you use an engine like UDK, you'll have to create a new UV channel that contains all unique UVs for proper light mapping. Otherwise, try and utilize UV space as efficiently as possible :)
Well, you could create a simple texture containing a flat gray colour and black lines along the outer edges. Then it's a simple matter of unwrapping it so the right amount of squares fit the mesh snugly :)
Yes, "Introduction to Zbrush 4R8" that also contains updates regarding Zbrush 2018: https://www.thegnomonworkshop.com/tutorials/introduction-to-zbrush-4r8 It is made by Scott-Spencer and i think it's the best one out there for beginners.
Anyone watch this show? I got the first 2 seasons from a friend and spent most of the day today burning through the first season. It's fun, each episode is a contained story, and it doesn't take itself too seriously. The budget seems it could be better, but doesn't distract from the rest of the show. Sort of an updated…
So this has been frustrating me for weeks now, I've done the UV's correctly and applied each individual object as separate materials, the low poly contains Vertex normals and everything else that is necessary. whenever i try to bake by mesh name on painter i get this bad error? can anyone please help?
This guy is from the Monster manual, a rule book contains creatures and monsters for the role playing game D+D, it's a Kobold as the name entails, a lizard man type creature about 3-4foot tall. I think the proportions are off, but I can't seem to figure out where and by how much. I would appreciate your views on this. BIGL
I always love the recaps, it never fails to contain great works of art. I guess that can really be attributed to our talented community, more or less. :D Thanks for the great recap, loving the work as always. Surely saves me some lurking time.
Hi Billy, there's a small video out now with Substance Painter and the alShaders by Nick Deboar: https://gumroad.com/nickdeboar There's some 'trickery' to be done due to the F0 conversion with the alShaders. Maybe it's a good start for a Quixel template that already contains these tweaks for the dielectric stuff? cheers!…
Yep that looks great ! Will follow your work ;) I think the floor looks too busy, this is the only thing that bothers me. I think for keeping the overall design readable, you should simplify the floor. (the rule is: 30% of the space should contains 70% of the meshes....+ or - )
Maybe the folder where you are trying to import from contains accentuated letters. I couldn't import fbx files too because of this. To get around this issue, I made an import folder to inside UDK folder, and I save every fbx files to there now.