You should google tutorials on how to do scale-aware tiling or just use a triplanar for a normal detail level, aka blending the unique uv texture with a tileable texture scaled down. Edit: here you go https://answers.unrealengine.com/questions/67015/tiling-texture-scale-based-on-actor-scale.html
CPU - i7 6700kRAM - 32GB DDR4 3000Mhz GPU - Vega 56OS - Windows 10 LTSC 2019 I also don't have this issue on 3DS Max 2012 & 2019. It's just with 2013. Edit: Aha! That was the problem. Switched from Nitrous to Direct3D, and voila. Now the XView shows properly. Thanks man.
"but I've heard a few character artist say nobody sculpts clothes anymore." Well ... here are 672 character outfits of one of the most popular game on the planet, none of which using any cloth sim : https://skin-tracker.com/fortnite/skins?rarity=1&slot=Outfit&sort=3&limit=1
The Bunker model? Wow. One of my first attempts at a skin. I knew nothing. I've gotta say, this thread along with this one... https://polycount.com/discussion/67377/r13-bearkub-mrd-and-betlog-omg-gwot-evil-bastard-wrath-and-maybe-ror/p1 ...have taken me down memory lane. So many familiar names. And it's fun to see that I'm…
Sculpted the wrinkles manually starting from simple basemesh, I recommend checking this guides: https://cgcookie.com/exercise/672 I was thinking about using cloth simulation but it's not so easy to make it look good this way either
Depends on what you mean by "use". An engine might allow you to import a .3DS mesh, but that file is not going to be shipped with your game because that's an interchange format like FBX, OBJ etc. and it's not as efficient for runtime loading as your own custom format with the data ordered in an easy way to load, with as…
I found this process through Polygon academy who is a great source and I would deeply recommend: https://www.youtube.com/watch?v=LR7s_pFqVWo&t=675s as I continue to get this up to date I will also cover some of the changes I made to this process in regards to the texture for the branches