My biggest question is how does the lowest detail object have the same UVs as the main object? Do you lay out UVs on the original and then duplicate the object and remove edge loops etc to create the next LOD and so on? This may be pretty simple but I just have no experience in creating them.
Hi there, I'm moving away from using the Quixel suite as I'm getting a few too many crashes lately and have become increasingly impressed while using a trial of Substance Indie. My question is though, for someone that has relied on using something like NDO to create normal information, how can this workflow be adjusted for…
hey there, I'm back again with another problem I'm having which I cannot find an answer for on the Internet so I need your help again.. I'm trying to create a little script to help me creating simple symetrical objects by creating a mirrored base object. But I'm stuck on not being able to select certain edges to do…
Hi everyone, We’re looking for freelance 3D artists experienced in creating realistic 3D models. Task: Create a photorealistic model of a pest beetle. Use the main reference for modeling:…
Hello Polycounters ! Well, I've been looking around the internet to find an answer about creating Polygon colliders in Maya (2015) to use them in Unity Engine. But surprinsingly, I haven't found any clear answer on how to create these ! I've heard about some old tools here and there, and a plugin that I can't make work,…
Hey y'all, I'm currently working on a wood floor material and I wanted to break up the boards using luminance variation on a tile generator node attached to the color blends. For the board shape I've found that if I scale the Y amount to be 3 times the X amount it keeps the correct shape while tiling the material. For…
I thought about adding this to the other thread going on about AI art, but I think a separate topic is more appropriate since that one looks to focus general opinions. Note - This is my interpretation of how this stuff works and I could be wrong on some stuff. Feel free to point it out. I'm not a legal expert or anything.…
I'd suggest using the same file type as your normal map. BMP is generally not all that great for the work we do. TGA and PNG are perfect replacements for it in this particular regard. Let me know if that helps clear this up. Generating custom masks is done via the DynaMask window. Here's a tutorial I wrote that includes…
I want to create a simple 3D RPG in Unity game engine for learning purposes. The goal is to go through the full development pipeline so that I better understand it. To start things off here is my first concept for this project. The character is likely going to change a lot as I create the rig and start creating and testing…
I understand how to use Maya's text tool, but when I create the text I find it difficult to create the taper needed for it to bake into a normal map. Does anybody know of an easy way to create text that will work well for baking without having to hand tweak every letter?