Thank you very much for your detailed explanation. One question, for an object made from a cylinder like the one in image 3, should I not change the number of Subdivision Axis for high-poly and low-poly?
Just means your polygon is non-planar on any of the axis. With no smoothing groups, the triangulation behind the scenes will show that sort of shading. If you triangulate it the other way, it'll flip the shading (or turn edges as swordslayer mentioned).
I dont think OS maps can work with deforming meshes. Didnt mess with aniso for a while but i think in Unity, the channel uses tangent space. Looks like their tool is also using a voxelized version of the mesh. So maybe mari tool is in OS for voxel version then converted in TS with the mesh. My 2 cents. Looking again, i…
Dude, with all due respect, this is literally what they were asking how to do in the first place. There is a picture of the issue as well as a description of how it's displaying right there, and if it's not a glitch of some kind it's definitely not the z-axis floor grid nor anything else I'm aware of how to turn on…
The hair strands are waaaaay too thick in the last example. Try scaling the textures in the x axis, by as much as 50%. Your hair is also dead, no specularity or gloss to be seen.
@Joopson Positive, this happens most commonly when I've clicked away from the model to deselect everything and my hands are off the keyboard. Since it's a laptop, there's nothing that can touch the keys besides my hands, and those can't touch keys when my hands are away from it (and my mouse is further away). Even if it…
Thanks Axi5 . It works for me now. They definitely have a special talent of making thing as confusing and puzzling as possible. Comparing to Blender shader nodes for example with Input and output groups . I have never had to read any tutorial for most parts of Blender. It's kind of self explaining after a few clicks here…
Sadly, that didn't work. I'd be surprised if it did to be honest, as both Unreal and Substance Painter use DirectX, which is what everything was baked out at. I read that in order to flip the Y axis, it would need to be changed from DirectX to OpenGL from the Project Configuration, and then re-baked out.
Hi Axi5, I followed your advice to modelize corners. It looks much cleaner this way. I've also tried to unwrap and apply materials. The model itself looks kind of flat, even though the mat makes it pop a bit more I will make the indents slightly stronger and add a cornice at the very top
@reedcsy - Dude, this is starting to look awesome. Love the lighting on the back of the hanging monitor. Couple tweaks I think I would make. * I like the wire mesh hanging from the ceiling, I think it breaks the ceiling up nicely, but I feel like its too directional (road-like), like it is pulling my eye towards the…