Can it work with 16 bit bitmaps ? Have bitmap fills and bitmap splines that would tile/repeat and alternate pixel objects along a path ? New splines in both substance Painter and Designer are so huge pain in a... I am looking for decent alternatives . Like Creative House Expression.
great render and material there! I have a question about it if you'd like to share. How did you apply it in-engine? Did you use displacements or pixel offset on a plane geo? I can't tell from the render. Thanks in advance
just by thought and not tested yet, put the colors on the map/texture/wireframes bakes beforehand and it should sort the issue, you probably figured that out-already? by time/date of post. a spectrum line on the map would be best to get through all the colors instead of having to rely on the one that makes things odd to…
lods are still standard practice nanite is amazing but it is not a magic bullet we still dont have enough memory for all the things because we fill it up with massive textures and buttloads of very dense meshes - you can't be lazier because you need to put more stuff in. a good lod is good for the same reasons a good lod…
I've baked and textured this in substance painter, but when I assign all textures in marmoset toolbag the results have these strange pixellated shadows in the normals. I've tried flipping normals, turning it off but nothing works. How do I get rid of these shadows in marmoset?
Building modules from a set amount of parts means their UVs are mapped to same pixels, maximizing the use of the texture - same as with mapping UVs of several parts to trims. As poopie wrote, it's fine to combine unique and tiling elements into one texture. Approach depends on the specific kit. What matters in the end is…
@AsaNYC: Thanks, your response made my day. The flash target platform was decided higher up to maximize compatibility with the game in the browser (higher reach). But personally I would have preferred to have the whole game development inside Unity and in C#. I grew up with Flash development from the early days but these…
Is there a reason you're unwraping the highpoly? Typicaly you use UV channel 1 on the lowpoly for all your textures. *Typically* highpoly uvs aren't necessary, unless you want to apply textures to it for a render or something like that. Generally you'll want UV seems out of sight from the players first person view. In my…
Repeating shapes are certainly fine, and similar shapes within a texture will help bring some cohesion to the texture. But, that said if you're going to repeat those shapes identically, with no difference in painting, then there's no reason to make the texture that large (cause that's what the tiling will do). Looking at…
Polycount is always a tricky subject, there's no perfect rules. To over simplify things here are the two things it will affect: - Memory: Denser meshes are more costly in memory. Vertex count matters, UV splits and hard normals will increase this, so always be careful about it. Memory is always an issue even on next gen…