if you're not sharing texture with other assets then only use trim techniques where it actually helps and don't be afraid to bump your texel density if that's what you need to make it look right. at 1024px/metre, 1 pixel is <1mm across : at this density you need to get pretty close to a surface to see pixels (even at 4k)…
I bake to test the sharing on left is separate uv on right is share uv here the sharing area so I was wondering is it a good way to do this or better to avoid the sharing. is it gonna be problem in engine? is it better just share if got symmetrical and not like my example .
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Hey all, I'm not entirely sure how to describe what I am looking to do in Unreal, But basically I followed along with Abe Leal's newest video on the Adobe Substance 3D Youtube channel where he textures a shark characters but he uses a technique where he creates a value map first and then uses a color gradient that uses the…
Okay, here's some tips. Also you had some weird geo (doubled verts) on your mesh that I cleaned up. Also I deleted 3 of the 4 fins, you can just mirror them back (Once you've finished the UV's—would make sense to have them overlapped / share the same texture to save space). You might also want to bookmark this for further…
Hey JO420 Im no pro but ill share my own process of creating textures none the less. For organic objects. I try and find a hi res reference picture of the object I want (we shall say Human in this case) with the skin tones im looking for. 3d.sk is a good place to start if you can get registered there (though its not free)…
Hi so thought I share the work I did on this toy cannon that for our game jam. The toy cannon is what the player will control in the game. I'm including the shot of how it looks in blender as i used substance painter to help me texture it. I'm also including pictures I used as reference to help show where i got my…
Thank you both for your feedback! I think it's a great idea to try to churn out a few models, get them through the whole pipeline, and worry about dialing them in to that perfection point later on. I have made a pretty fair share of character models so far, but not nearly so many that I don't need to walk through the…
"My guess is, that the topology of the low is to sharp (I attached an image of that), making the Ray Traced shadows mess up in those areas. " Also possibly a similar issue - https://polycount.com/discussion/226419/toolbag-4-ray-traced-shadow-artefacts (...scroll to third response in that thread for a potential solution,…
Neat glad you are having fun with it, it works as long as you are enjoying it and satisfied with it. If you wanted to make it to be more readable apart from all the grime and darkness detailing (over on my end anyway) i'd try to study some , Targeted placement for these grime/darks and damage/details. Again if you are…