@christopheduron It's from baked normal map, I've made screenshots with material layers to make it more visible. It's still there if I turn layers off just less visible.
I wanted to make a current/next gen version of Sanctuary from Borderlands 2. I have been at it for about 1.5 months now and need some feedback before I get any further into it. Any critique would be greatly appreciated. This is quite ambitious for someone who doesn't know what they're doing, but I don't have any real time…
pretty straightforward. I think the result is pretty nice except for some artifacts that i need to solve later. Will i have problem rigging this later? especially for the skinning part cuz the vertices are INSIDE the armor.
A very Ambicious project i started working on few weeks before. Goals - 1 - Efficient Environment art Workflow > Architecture > Props (Organic and Hardsurface - Medium to large) > Foliage and vegetation. (Speed tree Workflow) > Landscape Painting. 2 - Deeper dive into Unreal engine 5. > Lighting > Look Dev > Cinematics >…
Are you talking about a CATMotion layer? There is a button below the layer manager that looks like a green circle with a cat paw in the middle of it. Click that. https://www.youtube.com/watch?v=CavWZIierns
I have always collected my pieces in photoshop and merged different channels as layers and then exported layers with channel names(albedo,metalrough, nomal etc) So there is a better method?