It can if they are trying to make money by selling asset packs / tutorials / scripts via sites like Artstation, Gumroad, Udemy, etc. , and/or if they want to earn income from commissions / donations from sites like Patreon. The more followers the easier it becomes to advertise new works/products. Some artists make their…
um.. yeah Kismet is nice, but its not a substitute for uscript. Its more like a "lite" version for whats most used in level design and machinima. If you want to go the particle effect route, which might be the easiest and potentially only way to go without coding something, you can use kismet to spawn a particle of your…
Updated again 24th-may-21 in link, worth, music as well. Update something told me to try again! (probably going to need script help but GOT IT) https://www.artstation.com/artwork/bKR3WE fixed broken link ops, how'd that happen..
You could create a lowpoly proxy mesh with the correct shape, UV map it, use this script to flatten the mesh to its UVs, draw your spline mesh on top, skin wrap that to the flattened proxy, then morph the proxy mesh back to original shape. Might work.
I just wanted to say thanks again i have got a lot faster using marking menus just wondering how I make the custom uv editor marking menu. How do I modify the native MEL script is it very complicated ?
The smoothing of your low poly will look bad without a normal map applied. Just make sure you have smoothing group splits at UV seams. There's a script in Textools to do that automatically. http://www.renderhjs.net/textools/ http://www.polycount.com/forum/showthread.php?t=107196
Hey dude, it's been a while but I found this, maybe this can help you fixing the problem? :) [ame=" https://www.youtube.com/watch?v=4kLT61R8eTA&list=UU48M6o6CniSI1W4XIsjIPmw&index=60"]Creating a custom vehicle and script in Cryengine 3 SDK Part 1 - YouTube[/ame]
If the textures have standard naming conventions (like Gun_Normal and handgun_Albedo) you could easily create a script that will execute certain actions based on the texture you are currently processing,but yeah Substance Designer's approach is really the best way to batch tweak a large amount of textures.
With art it's hard surface modeling sense it brings out the perfectionist in me, which results in otherwise simple stuff taking forever to make. With scripting anything math heavy is difficult (regret not paying more attention back in school), though otherwise I really enjoy it :)