Hi everyone, I’m currently working on a 3D model for a class and I’ve run into some confusing normal map issues. I’m baking in Marmoset Toolbag 5 and texturing in Substance Painter, with Unreal Engine 5 as the target engine. The Issue:
When I import my Marmoset-baked normal maps into Unreal, they look perfect (DirectX…
Working on a free quick and dirty normal map tool for Photoshop. (it's free, and yes I'm very proud of the name) justbenormal800×800 263 KB Features * Normal Map Creation * Normal Map Combine * Normal Map Utils like Converting/Flipping * Height to Normal and Normal to Height * Presets Just select a layer, tweak your…
looks pretty good overall, although i would try to avoid that pole right between the eyebrows. you could probably run the loop from the centre of the nose all the way up over the top of the head, and have a bit cleaner geometry in between the eyebrows there.
Hi!! After fighting for a couple of hours, I finally found a technique for terminate support loops in Zmodeler ( So instead of having 3 loops in a supporting edge, you have one). With this technique you have less edge loops going through your mesh, and doesn't distort the curved parts of your mesh. And it smooths…
I hope there's some sort of interesting visual graphics feature by the time it releases, although it's probably just going to be DirectX DXR2 support/integration. Personally I don't mind if the number goes up with every console generation, but it's looking very incremental.
You would need to add edge loops on the curve before and after the area with pulling. It also looks like you could get away with using a separate piece of geometry for the inset area.
Hey everyone! Just wanted to share a quick update on this project. I was recently invited by the 80 Level team for an interview and a deep-dive technical breakdown of this environment. Since it turned out to be a massive 19-page piece, I won't cross-post the entire text here, but I really wanted to share the link with the…
I'm pretty sure it is a lot more complicated than that... I believe what Max does is tile the textures in every direction to catch anything outside of the given block. I'll look through some settings and stuff but I'm pretty sure that would create more problems than it would fix. Edit: Yea there isn't anything that loops…
There is currently no way to make a loop in a function graph. It is not easy to find a way to setup a proper graph layout to allow for that (we can't allow "graph loops"). Also, we would need a way to check for infinite loops in advance in order not to lock the CPU or GPU in case the user sets up a loop incorrectly.