pxgeek, I have no idea why, but as the MOST problematic of the matcaps, I took all of your suggestions and it was the very first time that ZBrush didn't crash when I hit the 'F' key (as in 'F' for.... :) .... Frame). One thing I didn't do was change the texture in shader 2 as it came with the original matcap that I used to…
sacboi said: Hah, I'm pretty sure that's the opposite of derailment. I would gladly spend three months on that, and I'd love every second of it. If a professional spent three months on that, they'd get fired ;D
So Tim Sweeney basically said no big new rendering or graphics features. Merging UE5 and UEFN. No more Blueprints. UE6 early access late 2027, full release 12-18 months later. But there's a new version control system called Lore. https://www.unrealengine.com/news/the-road-to-ue-6 Really nothing interesting for game artists.
Cheers - is there any publicly available ETA on those features? Also, another list: C cycles the Channels. Shift+C should cycle in reverse Use the Photoshop keyboard shortcuts [ and ] for brush size Use the Photoshop keyboard for brush opacity Use the Photoshop keyboard shortcuts [ and ] for brush size Full scene could be…
Yup agreed :+1: I'd even tried a spiffy li'l 'match by name' addon in hopes might streamline the process a bit when baking large complex HS objects but nope, sill gotta go thru the same f...ing hassle.
Been integrating Meshy and Tripo outputs into UE5 pipelines for a while now and the generation step is no longer the problem — topology and textures come out reasonably usable for props and background assets. The problem is everything between export and the asset actually being in the project correctly. My current manual…
Hi, I've been working on a game for the past 3 years and tried to come up with innovative techniques throughout production to increase quality without tanking dev time. I think one of the biggest achievements was managing to create a modular set of cliffs that were reused across multiple biomes and served as the core for…
Had a bit of time today to block in the back. It's not good yet; I got distracted with details and didn't focus enough on the main contours, and some of it is just fucky. I'll fix it.