Transmission is indeed quite different from Transparent. The glTF Sample Viewer only shows the Transparent Material Count for materials using alphaMode:Blend (commonly known as alpha blending) and/or alphaMode:Mask (commonly known as alpha test). Transmission is not actually transparent in a real-time renderer. It's up to…
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I hate Substance Painter . Need to paint seamlessly across multiple unique and tillable materials having different from factor . Like a tilable asphalt 2kx2k , a few narrow stripes 64x2k painted lines, and roadside edges both V tilable following the base mesh flow and a local unique cut in a complex crossroad . Plus a…
@Noren Thanks for the confirmation - If I understand you correctly - should it look something like this?: On another note, i am also seeing something, that I did not intend for and I have been unsuccessful in figuring it out. The 'Motion Paths' show, that the IK Chain (Green), and Bone (White) Paths do not follow exactly…
Level of wear depends on how old it is I suppose, and how much it's used in a messy environment. However I think the damage should follow the geometry more. Here's an old ice box I saw at a ranch, it's now used to hold animal food. Notice how the protruding edges show more wear.
Hi fellow polypushers! I've got a little hot-air balloon project going, and am currently working on this basic part of the 'cage': Time to export some displacement maps! I start with one of the wrappy-roundy tapes. I update the subtool's low-res basemesh with new UVs - all is well and good. But the generated displacement…
I've been frequenting various forums for a long time, and this makes me realize how much added value it truly is. What forums can produce, no video or social media can match. I was asking for help on which direction to take because I was lost, and you even wrote a guide on where to go.
I thank you so much. For the…
ive been following this tutorial to learn how to explode bake, and even though ive followed it to the letter im getting some horrible glitches i dont know how to fix: [ame=" https://www.youtube.com/watch?v=bgYoXF6QmWw"]Explode a Scene for Normal Map and Ambient Occlusion Baking - 3dmotive - YouTube[/ame] after following…
On a practical note, you'll want to check in with the rigger or art lead for stuff like this. I'd probably follow the folds pretty closely, but some prefer more evenly flowing topology even at higher poly counts as it's also a question of time/effort needed on their end, so there's a spectrum of viable solutions, there.
I got you :) This is a bit of a hack, but it does work. Here's the quick breakdown: I'm creating a dummy locator, and then connecting my objects to that locator via a parentConstraint. You can then move the locator and the objects follow. I've written you code for the connecting process and the removal of the constraints.…