Hi guys, I have a question for you! Often I'm checking out my HUD stats in Maya, particularly the UV stat, which is more or less the poly count you get in Unity when importing meshes. I recently discovered the ability to delete individual UVs in in the Maya UV Editor (quite by accident--I use my UV Editor to make otherwise…
I've been working on this scene for a few months, had a month of mentorship with Mak Malovic a month ago, and finished a month with Josh Rife just today. Starting to get pretty close to the polishing stage, definitely need some texture refinements all over the place and some more clutter objects. Anyone have good tips for…
I wouldn't do it that way. If you need to transfer a TS normal map from one lowpoly to another, the only way would be to convert the map to Object Space, transfer that, then convert to TS. If you simply transfer the TS using regular projection/transfer algorythms made for diffuse transfer, it simply wont work. Now there…
Original document: Bug Issue Report: Persistent Stability Concerns with Marmoset Toolbag YOUTUBE VIDEO (recommended to watch at x2.00 speed) https://youtu.be/tiz7MIinnIU The current baking workflow in Marmoset Toolbag, particularly regarding the Auto-Reload functionality, presents significant challenges that impact…
Hey, I'm not an environment artist, but I do make hair cards which follow a very similar pipeline. You're right that the reason you would want to follow the shape of the leaves is to avoid too many overlapping transparent pixels but as engines have advanced, the amount that this improves optimisation is negligible and so…
Looks good but I have a few criticisms. I'm not a pro so don't believe everything I say. as far as the model goes (maybe not relevant to you, but whenever I make a texture I make sure the model is optimised) the smoothing groups are a bit odd in places (cannon, metal pipe). you're also using a normal map but you didn't do…
Hi, I am writing a shader where I apply a displacement map on a surface. I am using a plane for the surface. The problem is that I want to turn the normals so that they face away from the surface after I apply the displacement map. So I created fake vertexes so I can calculate the normals, but the problem is that they dont…
I think probably he meant there isn't enough variation and definition around the eyes. The upper and lower eyelids wrap around it evenly almost like a circle without much hint of fat or tendons causing variations, but at the same time the eyelids aren't quite wrapped over the eyeballs shape, they're sitting around it. The…
We are a small Indie Dev Team, currently looking for multiple artists with different skill sets experienced with Unity to work with us for three small-medium scope mobile projects. If you have experience with more than one of these areas then that is awesome too! The positions are: UI Artist 3d Animator 3d Modeller/Texture…