@poopipe thanks for responding. I already tested a 3 slats, with skinning and bones with the same spline all worked fine in max and Unity. The actual main asset is with multiple groups, 2 LOD’s and many objects in hierarchies. These two shutters are separate from one another are the only skinned objects with bones, a…
Always working on stuff. Even married with a kid on the way, I'm working on stuff. Give you a bit of an example of where my head was at the Past decade: 2005 - 2007 Projects at work: Tony Hawk, Gun, FarCry All semi-realistic type games in terms of subject Matter. I really went hard at Dominance War, and Comicon contests.…
Thanks okidoki I need something like in your last google image search example. 2-s decals laying next to each other. Using particle paint shader is a nice idea actually but I am afraid it may require to recreate the whole game physics in Blender with dozens of cars . Probably would be easier to ask our programmers . So far…
Object 2 - Old tape measure Model - 54 mins Low poly tris: 1,022 Low poly: UVing - 10 mins Annoying sized to pack well. Texturing in Substance Painter Texturing 2 hours 10 mins. This is a 1024 texture This is Unity packed Of course, it's worth a shot in a 512 texture too. It is not extremely bad in 512, but I wouldn't…
TechTitans Creative Technology Hub invites 3D artists to bring Zeus, the king of the Greek gods, to life! Let your creativity and skills shine as you design a stylized low-poly Zeus model that fits the aesthetic of our game, Land of Titans. Why Participate? * The winning model will be featured in Land of Titans! * Compete…
Awesome! Really happy to hear. Unfortunatly this is just a bandaid and you might actually experience triggers for hotkeys "1" & "2" quite regularly when working with my plugin. In other cases this should not cause too much issues with your setup. But I'd advise not to bind "Delete All" to either "1" or "2" :P
Now free on Fab New version available. Concept Art Shader 2 features better styles, easier usability, and is optimized for Unreal Engine 5. Contents: * Overview - What does the shader do * Initial Setup * Material Overview* Outline Material * Greyshade Material * Hatching Material * Ink Material * Paper Material * Toon…
What i'm doing is very complicated I know you don't understand. But for me people who have watch did understand. I did not use advance graphics because I don't have such an advance computer. Believe me I would do advance graphics and due to time. How things are in the world several complications like you know have thwarted…
You mean like decals? A few thoughts and ideas on this:* use a 2nd UV channel for the AO/shadow map and render 2 screen compositions one with the 1st UV channel (your diffuse textures) and the other one with the 2nd UV channel and a BW texture for the shadow map and blend those 2 together using a multiply pass or similar…
Take a look at my rock/gravel texture Distance shot at medium: Distance shot at epic: Close up at medium: Close up at epic: This is what my terrain material looks like ( it's by no means complex ) As you can see I have only used 2 diffuse & 2 normals, the idea was to do more with less and I still have the option to use a…