Hmm, Now I can't figure out how to constrain only one axis. I checked the help guides but it doesn't mention anything about selecting an axis, just whether or not orientation is affected. And there is a lag in the constraint - something handy under other circumstances, but not this one. (Edit, after an hour of searching…
Hey, i would look into the lightmap resolution as i see a lot of artefacts on intersecting surfaces. If you are unfamiliar with lightmaps i suggest you search a bit for best practices around that, like cutting out geometry that is not visible, etc. The materials look interesting but there is almost always a sharp…
They're mainly just for visualisation inside SP, and shouldn't be counted on as 100% accurate. If you're not sure about what PBR is, that's a good place to start (just google it :) ). Besides that, the main thing to know is how they handle alpha channels. Alpha blending is for semi transparency - glass etc. Alpha masking…
can you put the img reference? or you can't disclose that? Ok, right from the bat, your brick is indeed flat. You don't have decals on it, or try to break up that brown color a lot. Bricks are not the same. Grime and stains from rain collect on corners, or next to windows. Specially if there is metal around it. There are…
Hello, This is a scene that I've been working on the past week. Inspiration is obviously the UE5 demo. It is meant to showcase my pseudo GI solution. I know this is the 3d art sub-forum so i wont go into details about that. So, nothing fancy, just a heavy use of megascans assets (>90%). I started by importing the assets…
Hey thanks @MagicMeister The kaftan has multiple UV sets, the first is the usual for the bakes The second is where the embroidery is tiled, then both normal maps are blended together in unreal. Each tiled embroidery has its own material and then various masks allow for things like damage and dirt to be overlayed on top.…
It sounds like you want a shader that blends based on height and slope. If you stretch the terrain up too high and you get ugly distorted textures you will want to go with a shader that has "triplanar". Max is pretty limited on this front. There is a small chance you could piece something together using the data channel…
I kinda disagree that someone who can do characters can do architecture just as well. I've seen decent and pretty good character artists get stuck on architecture, not knowing how to proceed, either because they were way over their heads with the scale they had to work and think about, or because they didn't know what to…