Hi! Another simple option to create trim modules with a more elaborate silhouette, would be to model the lowpoly trim, project its UVs onto the corresponding trim on the trim atlas and modify vertex normals to match the original bake plane. Here is a test created a while back for another thread, option A illustrating what…
Hello mates. I have been working on the last piece of my portfolio. It is Crimson Typhoon of movie the Pacific Rim. A skilled artist drew her as a " Jaegirl" I liked it so much that I decided to finish my portfolio with her. That is her: Most of her body isn't visible so I decided to use the real mech's parts and…
@poopipe another question for ya. If you build a house, a normal sized house, would you add variation to the tiling textures/trims by using RGB masks or would you vertex paint and use decals? The mask approach I can still LOD without it affecting the look, but with vertex paint, LODs will make the vert paint pop in and…
This might be a problem with my workflow, but I'm not exactly sure how to correct this. When I'm doing hard surface in Maya, I find that I'm using multicut and edgeloop really often. I find that I usually use edgeloop just because I can't seem to get good bevels with multicut sometimes, if they work at all that is. I've…
I've given myself a massive headache over the past few months with trying to get GLSL to work and I'm finally ready to ask for help. I am using vertex brightness to darken the models based on what room they are in, so each vertex is darkened to room[x].light if model is within boundaries of room[x]. The goal is to apply…
Hi I'm having a problem with a texture for a character/creature I'm working on. Somewhere along the way, I think I've screwed up the padding. I've exported out various parts of my texture from Substance Painter - mostly masks - in order to sort of collapse layers down to reduce the file size as it was getting too big and…
Welcome! It's looking good, I really like the concept nicely done! a.) I see a lot of welded mesh, which chunks up the tri count. Make sure to count tris because polys can have many triangles and at the end of the day most engines are counting tris. It depends on what engine and workflow you are doing but quite a few…
Trim Technique Now, when I started some big props, came up a problem. If I wanted to respect the texel density I needed very big textures. So I decided to use the trim technique. First of all I need my trim sheet, so I start making it in Substance Designer using the Ultimate Trim Generator tool (https://gumroad.com/l/ByFF)…
this looks awsome, nor sure if its old or not......passed me by quietly if it is from website - "Video footage Information The goal of the demo is to "Keep material consistency under indirect illumination using Physically-based Rendering." Technical facts: Rendered in real-time on Xbox 360 / PlayStation 3 Runs at 30Hz with…