This is really sweet. How many tris for the mesh (tris), what resolution textures, which texture passes did you make (diffuse, rough, sss, etc.), and what is this rendered in?
Hello, We are working on a mobile game and require some existing assets retextured in a hand painted style. Only artists with extensive experience in this style should apply. https://www.behance.net/gallery/35854661/Hand-painted-texture-characters/modules/224810925…
Again, you can use nanite with optimized geometry and textures and still profit from things nanite does. You do not have to put in millions of polies with shitty UVs and gigantic textures. It does not have to be huge filesize stuff
I find that when I'm making larger assets that require masks for things like edge wear etc., if the asset is big the masks tend to be low res depending on the size. Is there a way to get better resolution masks? What is the workflow for texturing big meshes that require tiling textures, some edge wear or other masks like…
Hello Im doing a scan of smaller object (orange (fruit); but it doesnt matter, could be anything and the problem happened on and off previously with various scanned models). Im doing the diffuse texture in Agisoft Metashape from the original photos that were used for point cloud, mesh etc. generation ( i dont use another…