reuse texture space = stack/mirror things that can be, scale down unseen parts so that seen parts can stay at target texel density. In other words, use some creativity to solve the problem. poopipe gave you answer, may be just assumed you are able to pay closer attention to detail than you are capable of. instead of being…
We are looking for a 2D/3D Artist to help us with some stylized textures for our terrain, for the city builder-colony sim we are working on in Unity (URP) - inspired by Viking theme. We are currently trying to make our world feel more stylized and warmer. We have a procedurally generated terrain setup in Unity, with some…
Hi everyone! I'm trying to solve this but can't find the solution anywhere. After editing some meshes in Maya, their normals starts to look like they're bent inwards. This happens whenever I do any changes to meshes. I tried fixing the normals with a variety of methods within Maya, but I just can't get it working. Also…
So I´ve finally found the solution. I switched off the srgb option on my texture properties and now it´s solved, because no matter what changes I did to the decal material it wasn´t displaying the proper values of my roughness texture. The buffer visualisation modes have been really helpful sorting this one out. Thanks so…
Shadow casting solves this. However, a directional light with shadows probably won't work in this case, since a directional light mimics the sun, and this seems to be an indoor scene. Enable global illumination in your renderer. And add a window for the sun to enter (and thus create bounce lighting via gi), and/or add…
So as soon as I have posted the previous thread, I got in touch with my friend Alex Vinogradov, who hinted that the custom stencil for custom depth pass can solve my issue with getting different outlines for different elements, I'll look into that. He had also shown me how to create a simple custom node plus linear…
Sure, that makes total sense, though personally I haven't ever seriously used Painter. I always found it's workflow to be very inefficient when compared to other apps like ArtRage and MyPaint. I guess that's the problem you're trying to solve atm... (sort of like customizing the hell out of Max or Maya in order to make it…
This method is very efficient for keeping render times low (with flat surfaces if you break the edges smoothing you solve all the shading problems), he didn't even chamfered the edges, because he can use the "round corners" option while rendering.…
hey thx ! but in my case it sees to be the best way to convert the bone objects to editable polys and change the geo only this allows me to change the envelopes of the skin-modifier which are used for mirroring bit work but gives me the best result atm esp because the bone-geo is also off from the link-direction what makes…
Sort of expanding on Pior's comment, I think having a really well defined goal helps. Do some projects where you have strong references or concept art. Sculpt a real person, like an actor, so you know when something looks off. You'll learn the software by solving little problems as you encounter them. It's basically sculpt…