@Ashervisalis Yes, I would like to. I don't know how many different kinds yet, it will depend on how quickly I can make them. I made one tree before for a friend's project using Blender's Sapling add-on and some custom trickery which I forgot about but I'm sure it'll come back to me when I need it. I also fixed the scaling…
The project is to make a side and roof of a building that has been partially collapsed. I had planned to make it a building that had been gutted by a fire. The reason I wanted to use vertex painting was to blend between the tiling burnt wood texture and undamaged texture. The reason I wanted to use multiple UV sets is…
i'm not sure if i understood you, but if you want to do vertex painting in maya, the tools are within the core package. they are pretty good and easy to use. for manipulation vertex chameleon is great. i use it all the time and aside some problems with stability and no real undo support, i can say it is worth the money.
In my arsenal, there is a python script. It calculates and cylindrical shapes too. # ---------------------------------------------------------------------------------------
# - pompVertNormFaceAvg
#
# - Sets the vertex normals of a face selection,
# averaging normals shared by multiple selected faces.
#
#
# - by Pontus…
Station cover : 796 vertex Material : 1024x1024 trimsheet base color and roughness metallic texture. 512x512 bottom concrete material fuel dispenser : 2160 vertex (lod0) 1097 vertex (lod2) Material : 512x512 base color 512x512 roughness metallic map.
I recently needed to produce 3d mesh details from very old mesh and normal map texture where those details were flat baked, sort of closer lod and chat GPT managed to do it pretty well . It took lots of discussion whats wrong and how to interpret NM . I had to upload small pictures where the normal map is supposed to spawn…
Hey guys, I'm working on some tiling stone floor pieces for a mod project, and as it'll be the first tiling floor texture like this that I've done, I've been reading a lot of threads here on PC and spending a lot of time on the Environment Sculpting wiki page looking at techniques. I really like the way Orb's tiles turned…
Before the adventure begins, i may re-post this on unity forums since it may be more suitable there but of course since i haven't any experience in unity i haven't yet bother. I'm slightly curious on what level can unity support, real time water for those of you that aren't aware of what it is. basically real time water is…
Does the lowpoly shading look good with the normal map applied? Hard edges are certainly useful to control the shading of the lowpoly, especially at steep angles - just remember to split the UVs along hard edges to avoid artifacts! Maybe check out Making sense of hard edges, uvs, normal maps and vertex counts?