Hey guys just progressing through after my last model and currently this is where i stand, I've been looking at the Varga hair tutorial and a few others, Ive done alphas before but few and far between, so I'm not sure if I'm missing a totally obvious step. Each picture is linked to the material preset below it, just to…
I am part of a development team on the art side, and specifically environments. I have various building kits that can be mixed and matched. However rectangular models such as this window have nasty seams. Now the trade off is that the bricks have the appropriate texel density. Previously this was not the case BUT in that…
Looks like they do line up to me XD Because the orientation of the UV shells are all different, the colors that are written to them need to be different too. In effect you have different colors across the UV shells/seams. If the colors were matching with that UV layout, the normal map would be making seams and transforming…
I think doing a cleanup of an auto job is more irritating to me than doing it manually. I've never measured the time involved but it just seems like a lot more work to untangle a zremesher deal versus build a minimal topology manually and then just add in loops strategically. Still the best way I know of and have seen is -…
Necrobump I know, but hey update! It's pretty much a busy last couple of years but finally decided to pick this back up, main reason was to test and play around with the new TB4 Beta. So for this time I've redone the UV layout and WIP texture and split them to 4 IDs (from 2 IDs previously) cus I just can't get that surface…
Sure. There is an example included in this tutorial. It also isnt a native hlsl function, but a custom made for unreal. You can check out "common.ush" inside the engine /shaders/private folder if you want to know what it does exactly. But it takes a texture, 3d coordinates, and 2 numbers which describes the volume texture…
You cant paint across UDIMs but its in development. But you need to paint across UDIMs only if you are working on giant continuous surfaces like a Monster Body. Everything else could be split up in logical UDIMs where you dont need to paint across. Painter is able to read the UDIM layout and does create different texture…
The models look boring, partly because of the subject matter and partly because they are poorly lit, untextured low poly models which never look that interesting regardless of what they are. If they were high poly and had lots of details and better lighting/presentation then it still could look visually interesting. The…
Nice work! how was your workflow to get the walls individual....I mean the crackles and corners.... how many meshes did you create for "only the walls" ? and how you solve it to get to each wall a individual look of dirtyness, crackles and normals ...? Im very interested because I think I have to make a mesh which has a…
Have you looked into the layout UV Tools options? Under Shell Spacing, you can set percentage space, which is the distance between shells. There is only limited control of the orientation. When you set prescale to world, it scales all the shells to the same size in relation to their faces size in the scene (same texel…