@*Sebastian Here's some topology routing solutions for slots that run across curved surfaces and need to resolve to quad geometry. Support loops and shapes that cross perpendicular to the edges of the underlying curve typically won't disrupt the segment spacing in a way that could cause residual triangles or undesired…
Virtual texturing generally refers to a mechanism that allows you to only stream in the the parts of a texture that you can see at the mip level that you can see. Unreal has its own implementation but everyone else will be building it on top of directx12 It should be largely transparent to the artist and really just means…
Hello, I've recently been learning Marmoset Toolbag 4 and I ran into a nasty issue with pen navigation. Turns out when I navigate using my stylus, the scene keeps flipping and freaking out. I could just switch from wintab to win pointer but then I lose pen pressure. Any help would be appreciated. I've attached a video…
I've been working on a larger diorama environment with some sci-fi and cyberpunk themes, so I wanted to spin off some individual assets and develop those full to give myself a visual and quality target to guide me as I dug into texturing and surfacing. One of those assets was a Ramune-style codd neck glass bottle with…
I am working in Unity. I have been working on a foliage shader but am stuck on its lighting. What I'm looking for is double-sided translucency in deferred path. If a quads frontface is lit, its backface should also be lit and vice versa. I have had some success with custom lighting but that means forward rendering which I…
I press enter, nothing happens. How am I supposed to create a group after naming it? I tried pressing enter but I can not for the life of me imagine what else the commit hotkey could be. Fixed: Went to something other than outliner and switched it back
That's awesome, @Geausselain! Glad you kept at it and was able to get it wrapped up. I think you did a pretty stellar job on it overall, the shape is there and the colors are working well. The place I'd recommend looking more into is how to use channels other than the color to bring a bit of variation to things. Right now…
I am using Maya along with advanced skeleton. I have followed the suggested workflow to keep geometry in separate file, reference it to the rig file, and then publish the rig file to be used for animations. The problem I have is that reference between the geo and rig file is really brittle. Naturally you change material…
Ok,
So I am in too deep: I
am supposed to make something that does this (see links), when you
move the model In unity: https://www.instagram.com/p/CgcMZ-jpkGT/ https://www.instagram.com/p/CgweqXfLjwx/ My
idea at the
moment. Make
the model in Maya, rig and skin it in Maya, then send it to
Unity. But how do I make a Rig in…