Hello! I'm looking to commission a series of low poly-ish (up to about 4000 tris is fine) models with only diffuse textures done in a painterly style (links to the sort of thing I'd be looking for at the bottom). I only need the model unwrapped with a diffuse texture (and pref the Photoshop file if there is one) in a file…
had to check for the project, switched machines in the meantime and didnt run it in ages. but regarding that rimlight. this is a 1 bit mask of the custom stencil buffer set to 12 (could be any number really, dont even ask why 12, dunno anymore :D ) here is the custom stencil mask applied per object (so it doesnt apply to…
In most use cases, mid poly modeled with appropriate detail will serve as both the source and target mesh, without the need for a conventional high to low poly bake workflow. In other words Substance Painter for example, enables the user to self-bake their mesh maps. Anyhow check out these comprehensive tutorials which…
A detour or not, depending on how you look at it. I was trying to understand eye refraction. After finding some examples, attempted to recreate the effect... and it sort of looked correct. There was just that one issue I spent a good deal of forever chasing down. The whole thing distorts depending on whether you look along…
I guess I were to make a counterproposal regarding a watermark or icon, it would be along the lines of "how much of that image did I actively create". It would not replace a proper written breakdown of contributions, just serve as a rough first indicator. It would cover a lot of cases, like collaborations, bought assets…
Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
Cheers for the examples; I understand the second example doesn't really make sense, I was literally just pointing out how I've been told that UVs can be OUTSIDE the 1-0 space. Cheers for all the examples, but I'm guessing you can as i was told use OUTSIDE of the 0-1 space for repeating walls etc? Sorry to sound simple but…
Great work in progress, keep at it! Currently it feels like all your props and assets are made of 1 piece and are a similar colour. I know you're going for a frozen aesthetic. I really recommend you look at some reference on how frozen assets look. Usually they still read clearly, maybe have some snow/ice on it. Here a…
I can't post that example its under NDA :) The texture has changed from the OS map generated by max, but doesn't match the tangent map from maya, it's still very object-y looking. I'm not going to plough any more time into fiddling with this at the moment, I want to press on with the production work instead, confident that…
Hi Jordank95. Wall dimensions question: The best way to determine the needs you are talking about is to lay these pieces out in your 3D engine. Make a 3x3m pieces and compare them to the 4x4 pieces and see what works better for your project. 4x4 might be easier if you don't want to do fractions. Also you might need less…