When I create a multi alpha brush from meshes (after unify of each mesh) and use the dragdot stroke the 'alpha' is cutoff/clipped round. This depends on brush stroke size. Large sizes have more cutoff. What causes this?
Basically the result I see in the viewport (with all the reflections, normal map details etc.) I want to be baked into base color. Can't figure out how to do it. Baked Lighting filter doesn't do that.
Hi everyone, im junior 3D Character Artist and this is a study of female anatomy that i have been working for the last days. I hope you like it. Any feedback will be welcome! Thanks
Hello there, I have a question regarding handpainting. For some reason the brushes in 3dcoat seem to be really choppy, they tend to only target one side when painting on strong edges, sometimes heavily bleeding over when painting inside cavities, even with a small brush. Meanwhile in blender the paint gets applied really…
Hello I did some reading earlier and it appears that unreal doesn't exactly have out of the box support for the concept of multiple different collision meshes eg. separate pawn and projectile collisions I need to support arbitrary meshes - it's not practical to author valid primitive or combined convex hull meshes for all…
We are a small group of artists and game developers, who are working on our project, a science-fiction action adventure game! we are currently seeking 3D Environment Artists who can create environments and put them together inside of UE5! About the project - The project is a science-fiction episodic action-adventure game…