Like what Mirbobo brought up, unfortunately a lot of university teachings are not anywhere near up to date. There are exceptions but if scrolling through the education threads you'll quickly see the trend. Continue on Polycount though and ask questions when something confuses you because I know I had the same experience…
Hey, thnx for the replies So there may be some more explaining to do, What i'm trying to achieve > Make high and low in maya and do the materials in SubstancePainter, so i wanted to bake all of the needed maps in SP (including normal) and present it in marmoset, all of the programs use different tangent space BUT they do…
No, there is no need to modify the UVs - because even if they were seamless there would still be distortion issues when applying a given pattern or texture. The current UVs have clearly been built the way they are because of the thick cloth seems on the model. It's actually very clever because it means that a texture that…
cool cocept man. Looking at this though the construction of how you are doing your texturing is not really feasible for a game environment. your texel density is all over the map. the pillar takes up more texture space than the entire floor. also its larger than the walls too. if it were to be in a game it would appear so…
Awesome to see you still working on this and thanks for the follow on Instagram! I second Danika's point on straightening your UV. It helps keep you organised when working in Substance or other softwares. I think for a model like this, you would be better splitting your UVs into more than 1 set. I would say at least 2, one…
Download: http://linko.projects.free.fr/dblender.zip Official topic: http://blenderartists.org/forum/showthread.php?383624-Dark-Blender-(Official-Thread)-optimized-for-sculpting-and-game-asset-creation I have finally recreated everything explained in TVIDOTTO's tutorial available in one click instead of several hours of…
thanks @lotet. Dude, I'm so excited to bake and get a swatch of him in marmo3. Chomping at the bit to start texturing @almighty_gir Yeah man that's what I'm thinking, like, budgets these days? What are those? I could definitely pull a few thousand from non silhouette bearing areas but even if i did that's what, around 5%…
Texturing the highpoly isn't generally done for game-art. Unless using ptex or vertex colours, you'd have to unwrap the highpoly which would be tedious and a huge waste of time. You'd also lose some quality when resampling the textures when baking, though I've never tested how much of an issue that is. There are some…
Area-F Environment : Development Diary https://www.artstation.com/artwork/ybvr25 Hello everyone again, I wanted to share a job I did a few months ago for the school where I study, I created a documentation to accompany the work and I would like to share a little of that documentation by creating a post on this page. + 0 to…
Hi Guys, So this is my first post here of my own work. A little nervous but I am eager to get your opinions and advice :) I recently came up with the idea for a game, myself and 2 friends (Rick and Patrick) wrote up our idea's and formed it into a story that we wanted to make in to a horror game. Since then we have made a…