Hello, can you help me with my Masters by Research project? I am using Unity to get my medical simulation up and running through a web browser, while my project is up and running and looking okay I would like to download a better Wordpress template. I was wondering if you could suggest any Wordpress templates for me to use…
okidoki Thanks for interesting links but still sounds like a toy not very relevant to actual game art production. Same as Metaballs. Rather an interesting toy. I am for example still waiting when Designer would get any convenient manual touching/finishing tools or otherwize Painter get something like node based level of a…
I posted a question about this yesterday on the main site. So far no dice. Is there a way to mask effects and smart masks so they only apply to certain areas? When I drag a smart mask to my layers panel it overrides whatever masks I have in place and applies whatever effect it creates onto everything below the layer. I…
An overview of the blending technique commonly used: http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending Witcher 3 Blood and Wine architectural material shows a nice example. More examples: http://wiki.polycount.com/wiki/Modular_environments
A few cons I see compared to for example CB:* Requires 2 taken photos which eliminates sources such as stock art, DVD texture collections, illustrations, free sources such as cgTextures.com. Because of that it takes more time to get the right 2 pictures for the particular project. This is a big deal for many CG artists as…
Hey, Was just wondering how are texture atlases generally constructed, I've been playing with trims etc and i now understand those but I'm doing some distant buildings in the background that really don't need a trim as i feel it's overkill and I'm trying to keep the materials down. The thing i needed clearing up is the…
Hi I would download some examples off sketchfab, export it into your 3D tool of choice and see how others do it and then try it yourself. Good luck Example - https://sketchfab.com/3d-models/the-spitfire-cockpit-experience-fff15c46761b43049520cca82b5b4334
Informative and I suppose adaptive as well? I'm curious because at the moment leveraging the KitOps addon feature, specifically it's embedded procedural PBR material system too texture raw HS geometry in order to 'previs' conceptual content, primarily via shader channels so yes I'd agree can be bit of a time sink fiddling…
@Neox Here is what I've got: This is related to my previous topic about those beveled edges. So I beveled the edges before importing to Zbrush. Once imported, I Dynameshed and then Zremeshed the model to get a better edge flow. After that, I used polish to smooth those edges for a much blurry and smooth result. Here is the…
Hi, Frozishe I heard on a different platform what you was using UE Materials Layering System. Can you please elaborate a bit more about that expirience? Did you or other artists in the team expirienced any issues? There was so many times I've personally heard that Layering System is undercooked, buggy and some teams was…