@Eric Chadwick Hello, sorry that's a viewport screenshot which is why it's noisy but I hope this doesn't eliminate the feedback. and yes I agree the lighting is really "neutral", do you have suggestions how to properly light a mannequin?
Hey, thank you for your reply. I edited for better visibility right now! I use PBR Metallic Roughness with directx as result, if i understand ur question correct. I´m sorry if i might just understand afterwards. And for edgepadding i have the standard 32 Dialation Width while baking on substance painter. Ok about the…
I agree with Eric, variable line width would look great in your work, which is lovely by the way. Something else are the doodle-like lines in the middle of textures. They bother me a bit because they're too jagged. They'd benefit from stroke smoothing/stabilization, and would look great if some also vary in width and…
Thanks! @Eric Chadwick To clarify my approach here, I’m using world-aligned / world-projection textures in UE5 for the house kit, so I am not doing traditional UVs for these modular pieces. This is how the House/Manor is looking with world aligned textures. I will explain what workflow I am using in the next post.
Hello everyone. I'm posting this on behalf of a friend, Eric Lagel, who is looking to start production on a new game. However, before full-scale production starts he needs help producing a pitch trailer. The game in question will play like a mix of League of Legends/Team Fortress 2, set in a modern city environment but…
Eric Chadwick, Thank you for your response. The cyan edges in the image represent the hard edges and UV seams. I baked the texture using Marmoset Toolbag, and the issue appears both in Marmoset Toolbag and Substance Painter. As Neox mentioned, I tried it, and it is indeed due to the texture space being too small.