When working on a personal project I had an idea how to use the new color range feature to generate random selection (this might also be useful for you @torba!): - First step is to get individual Subtools, so in case of the example you would need so split them first - Then colorize the Subtools with the new Range function.…
Hi there ! My name is Axel Zender and I'm in the run-up to my final year at New3dge as an environment/prop artist in Game Art. Here's one of a project I did during my free time. As a fan of Unreal Tournament, I really wanted to recreate a weapon from it and I love it's design :) With this project I wanted to get more…
Hi everybody, I am writing to ask if anybody can direct me to good sources of information (articles, videos, pdfs..) regarding using models with chamfer and custom/weighted normals to make environments. I understand how to make the models with the desired shading but I would like to know more about texturing methods to…
Hello again, it's been a little while since I last posted! So for this project, I'm scanning my good old Kånken bag and recreating a small scene using a photo I took last year as my main reference. My main goal with this one is to try out as much photogrammetry as I can, tweaking my workflow wherever it's needed. My…
I can't seem to find a way to do this. I want to bring in quad mesh in, do some minor sculpting on it, and export as the same topology with the same UV's. I can import a mesh with quads and UV's as a paint object, but to get a paint object to sculpt room or too retopo room and then to sculpt room it always seems to get…
Hello guys, would like to get some feedback on this, this is American gas station, where all props made by me in blender > rizomuv > substance painter > ue5. what do you think about composition and color grading, how can I make it more realistic? Thanks in advance
Marmoset doesn't do UDIMs (yet?); to get around the limitation, you'd have to make sure every separate bake material/lowpoly has all its UVs within the 0-1 space, then the texture sets should bake properly-- but those UVs will have to be adjusted back for use in a UDIM native program, I imagine.
The spirals are an issue, it's just a hard problem to solve automatically. Giving the algorithm facegroups/materials to cut the mesh up into multiple parts and to mark hard edges helps, but it's still hard to get a usable mesh out without manual fixing.I use Exoside's Quadremesher (the same algorithm as Zbrush's) and it's…
Thank you @sacboi for your comment. I have since moved forward with a mix of subdivision and booleans and am now in the process of unwrapping and getting it ready for texturing. Despite already completing the modelling before seeing your comment, I will have a look at the two links you included and learn more about it! I…