Update : Start of Repo And getting things adjusted for project, lots of technical things to figure out, but here's a few screenshots of the progress so far We got a new T-800 Model character rigged for Unreal, but it's not fully implemented yet, but it's gonna look sweet next to the building and scenes.
Yes right now it's only one material. So it sounds like I need to stack the identical UVs in the 01 space. What is the solution to getting this to match my high res? (I am learning this workflow for a mentorship so I want to get it right).
Hi for some reason when i do baking in marmosoft i get this issue on my model, i see on the cage that the piece for it is missing. the weird thing is on substance painter i don't get the issue. what is causing this. I already checked the face orientation multiple times. Been at this for a day trying to figure out these…
You may have to elaborate this to get a more suited answer. Because six textures with six different UV maps (UDIM or not) with the same resolution.. of course will give you a higher pixel density.. or using one six times bigger image in the first place (?).
Thats almost certainly painted sheet steel - I'm not sure if it's galvanised but it will certainly have some sort of rust protection under the paint It's got rust in places where the protection has scraped off so we know it's ferrous - that excludes aluminium and fibreglass and since steel is the cheapest and most sensible…
Glad i caught this in time, i hate the put on a fake face/smile b.s. the worlds going to shit in a hand basket, these big companies buying everyone out and closing all the studios, it is almost every year now, we even have a thread for layoffs showing the trend in motion. If i where to go to apply or get grilled about who…
Hey guys! This is the project that i started when i joined the online mentorship with Georgian Avasilcutei. I'm making a Barbarian character following a concept from Diablo, learning a ton! I decided to open this topic to share what i'm making and to keep my motivation up. At the moment i pretty much finished the high poly…
Hi,I cannot seem to figure out how to evenly space vertices along an edge without deformation. When i use the "space" function with Loop Tools I get unexpected results, the mesh is deformed and is unable to keep its direction. In Blender this action is very straightforward, when you select an edge and use the space…
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.…