You could look for the issue by using hypergraph > connections and see what is all connected to this mesh. I had similar issues with imported (converted) CAD stuff and in some cases I could not assign a new material, but it definitely was the issue. Because deleting the shading GROUP connected to the mesh (the mesh should…
You should consider why you even want to move to a PBR pipeline. To be up with the times? To make things look better? Roughness/metalic shaders or AO doesnt make a game PBR. Its the LINEAR SHADING rendering pipeline. If you can't take advantage of an unclamped liner math renderer you are missing out on the entire meaning…
I've been refactoring my whole Substance library and substances for my scene, headed towards implementing a proper production pipeline you'd see on big projects + crosslinking with Painter. Here's a sample of grime. Material blending in this fashion is a super easy workflow :) I've posted this around already, but might as…
Well, the way they're shading isn't really helping. Perhaps the bevels are too large scale? Apart from fixing their shape, you should probably add a keystone. That's pretty much how stone arches are built: "As the keystone is pushed downwards by the load above it, its wedge shape means that it pushes outward onto the…
Thankfully UED also has visual feedback for this sort of thing. In the editor viewports there are buttons for "shader complexity" "texture density" and "lighting only" as well as a number of other options. But those views will give you instant feedback as to where in your level is data intensive. just remember red =…
Hey! From my view (coming from games) the approach seems a bit convoluted. I would probably go in one of the following directions to get a model with nice shading: A) Mid-poly, shading by geometry (e.g. bevels + face-weighted normals). Seems you already started going down this path. Process the sharp edges that bother you.…
Hi, all. I'm professional artist, here my first 3d models for Dota 2, and concepts would like share with you for percent. Cghub http://antonesko.cghub.com/ http://steamcommunity.com/sharedfiles/filedetails/?id=133113911
Hi everyone, Just wanted to share a project I've been working on—a stylized, modular medieval city built for Unreal Engine 5. My main goal was to achieve a vibrant, anime/Ghibli-inspired aesthetic while keeping everything extremely optimized for real-time performance. Everything is modular, from the structural pieces to…
Yeah I got the best results using the PBR shader even for assets which werent made for it. Like the RK i actually textured in max viewport using xoliul's shader sometime back in 2011. The F-35 on the other hand was textured for Arma 3, which uses quite a unique shading system. At least they advertise it as being "PBR" but…
*Runs in circles, flapping arms and emitting penguin sounds* Yet to do: + Touch up the feet color and shading/highlights (like they can get much better on a 128 ). + Alpha for the flipper. + Considering darkening the light-grey on the front of the 'guin; a bit too bright, methinks... + Paint some color at the eye-region of…