I think it would take a fundamental shift in how 3d programs handle rotation to rid this issue. Considering top minds across multiple fields have come up with the current solution, I really don't see it changing any time soon. Even though rotation is a core manipulator type, it's not really 'broken' enough to fix. Like you…
To clarify - I meant inpainting, not generating from scratch. As in get generation from photoshop (kind of what you want, but poor quality) and then run THAT through other NN of your choice or maybe PS again. Idea is for NN to remake existing guiding image with higher details, quality, resolution. With SD you can use…
This image is in Orthographic and when I go into Perspective it gets even worse. I've been working on this project awhile and this just now popped up. Everything is set to scale. I'm using a grid spacing of 8cm with CM as my units. Cabinets are measured as close to real world measurements as I can get. Trying to remain…
In my opinion, I think you're making a lot of effort to keep your layout. If you want it to work in mobile, I'd let go of the grid layout. Without the number of thumbnails in a multiple of the number of columns, you'll end up with an unbalanced looking page (i.e. 7 thumbnails on a 3x3 grid will leave a gap). For the mobile…
Check out this post from this thread in this sub-forum... it'll at least get you access to the Sandbox2 editor. You can definitely use your own custom models and textures with Cryengine, check out this thread, but the import methods are much more limited than UDK AFAIK, luckily you are using Max so depending on what…
yep, there are several. Check on "edge constraint" or "Poly constraint" in edit poly and you can slide them around no probs. 2: Align an object to the surface (align a box using align normals see the help file to find this). Then from the coordinate system click "pick" and pick the object. Now you can use that objects…
Hi there! I've never made a blog post before.. but I wanted to keep going on this project and be consistent with it. I'm posting this here for my own sake but also a way to be more involved in our industry community, learn new techniques, and hear other artists' perspective or advice, if you're so inclined to give it 😁 I…
See image: Unity 5 These are individual instanced pieces. So the pillar for example that is one mesh stacked on top of a another mesh. And the roof panels....same thing, about 6 of those side by side to make up the roof. Instanced/cloned/duplicated...whatever you want to call it. All the meshes are pre-fabs and have…
Interesting page in substance documentation: https://substance3d.adobe.com/documentation/bake/seams-are-visible-after-baking-a-normal-texture-159451848.html Blade: hard shaded edge along the blades edge - this way the normal map doesn't have to compensate for very extreme angle. Crossguard: Seams at rounded edge combined…