For instance hard surface automotive content e.g. Gran Turismo PS3, their vehicles we're generally 500k tri count so fairly comparable to budgets nowadays mitigating potential efficiency bottlenecks excluding evolving tech, remains fundamentally unchanged i.e. well thought out topology, uv's, LODS...etc As already shared…
I guess Substrate is the solution for having metal partially blended with non-metalic surfaces like dirt and paint without the problems the metalness workflow had with such blended materials? But what workflow and export settings would you use for Substance painter > UE5 substrate to get the correct effect?
Hello , I have a quick question for any Zbrush expert out there :) .... let's say that I have masked a part of a surface , then I have extruded that surface and then removed the mask .... how can I do to select the extruded tops as a mask or polygroup or the like? Without recalling the old masking back ofc ... I mean this…
depends Traditionally people will use a hybrid solution where their vertex color mask is modulated with a tiling noise texture - often world space - to allow for variation based on position and if you can afford it, uniquely modified vertex color. That usually holds up fine under lodding - and if not, you just fix the lods…
Hi everyone! I’m trying to transform an stl miniature into a series of subtools with good topology for their deep customization for 3d printing. I’ve dynameshed the main model, separated it into pieces, then remeshed, subdivided and projected details for each subtool. However, even after all the transformations: *…
Quick update on my Serpent Hive Cave environment! 🐍 =) I’ve been refining the scene composition and adding new elements to strengthen the overall mood and structure, such as the spiked barricades and environmental dressing. The lighting setup you see here is still temporary, WIP lighting. I plan to make the final version…
If you want to push it a bit further you could make the surface behind the grid in another texture, and display it with a parralaxe effect, like if it was 10 cm behind the small grid. The surface would be flat but it would look like there really is some depth between the grid and the other surface under it. It is quite…
Actually two questions: -Megascan Bridge is "nuking" my .zips, so is the only solution to import my surface to Ddo to redownload everything a second time and make sure Bridge is killed...? O.O -Several of my surfaces are not being imported correctly or at all, is it because 1x1m surfaces won't import at all? So what…
Attempted to make this tiled floor with my new layered material. It's not too bad I think but I will be recruiting some adobe substance sampler help to get a closer match It's been a good opportunity to test all of the parameters and controls anyway, I've added quite a lot of new features, although the one i really want is…
This accidentally answers the question above and is also my critique for the night scene: The colors are too saturated. - The blue light is far more gray and greener/less red in the refs - The yellow light can also be less saturated and red I'd adjust them and experiment with adding a couple of faint, desaturated green…