it looks nice man, but are you truly satisfied ? it feels like you are not making an visual improvement or trying anything new for yourself. I know im the bummer here again, but you are doing the exact same thing again with the very same slightly stilized edges on low smoothing subdivison , with the same…
1) A lightmap is going to be garbage because it will capture the viewport lighting, which is basically a omni light behind the viewport camera. If you move the camera it changes the light map. What you probably want is a Ambient Occlusion map? Which doesn't include lighting info at all, its based on the angles of the…
I don't know if this constitutes spam or is in the wrong category but I wrote some things that maybe someone might be interested in If you've got anything less powerful than an RX 570, Substance Painter is a massive pain to work with on any resolution over 1024 x 1024. Not pinning any blame on the Allegorithmic team, I…
Honestly, I think you're going the wrong direction with this. You're conflating the aesthetics (did you pick a nice one for that wall) of textures with the techical aspect (resolution, stretch), and due to a lack of a technical category for models you'll be forced to do the same there. A prop can be modeled well but look…
Hey polycount, I've decided to do another environment, this time based on Vladimir Manyukhin Healer's house concept art; https://www.artstation.com/artwork/68oDvV I thought I would try UE5 because I only just started on this project in UE4 when UE5 was released into early access, so I just converted my current project into…
Hi. Cool project you have here! I'd say my first take on it, I have these points of feedback: * Scene is overly bright based on the available light sources (small windows and small candles). * Normals on wood are too strong. Also the normals feel inconsistent across the different sections of wood in the composition. Some…
Hi, I have been working on hard surface modelling for a while, I believe I have summarised a quick guideline on how to prepare low poly model for baking good textures. I am going to be very brave and share them here, so in case I made some wrong assumptions, people can correct me. ---- (1) Ultimately you want your low poly…
Hey so I create a project in DDO. The project is started with a variety of 4k textures. Some of them are tiffs, a couple are targas. I set the texel density of the project to 4k. And then it's all working, but when I try to use cross app mode or to export the images after I do the export menu it opens up a save prompt to…
From the top of my head the most apparent pros and cons for a 16k sheet are these: Pros: probably fewer render passes as everything shares one material, depending on your workflow one texture sheet might be easier to manage/texture than separate ones, maybe you can squeeze out a better texel density inf you can merge…
Like everything, photos have it place in texturing and it is pointless/stupid to not use them. It's not whether or not use photos, is how and when to use them. Few examples: 1. All rocks/plaster/bricks.wood etc. are excellent candidates for photo source and generating maps out of them. Even most detailed sculpted normal…