Yes generally you want to keep your UV's inside 0,1 UV space unless there overlaps that you want to move for baking purposes. About the texture size all depends on what texel density your adhering too. As a test you could apply the texture to a box in your 3d app and set up your camera then adjust the tiling to get an idea…
Okay I figured it out. Using the technique that the first article said wouldn't work. Get a post processing volume and make it fill the room. Then go down to the Ambient Cubemap in the settings and apply a cubemap (I applied the default). Tweak as needed. It gives a lot of flexibility allowing for intensity and tint: You…
Nope, it doesn't have to be specific. Just select faces, give them the ID you want and give the entire object a multimaterial. Assign different colors to each material inside the multimaterial, so that you can see in your model if there's anything wrong. The purpose of this is so that you can then apply different materials…
You can't exactly apply a post process at export time in Painter sadly. I get around this issue by using extra channels so I can still see good values in Painter while I work Eg. Add a channel called normalised_roughness Use an anchor point to collect your roughness values from the roughness channel and pipe it into the…
What you can do to "bake" a matcap into zbrush is once everything is sculpted , go back to your lower subdivision level and create a displacement map. Once that's done you can create a simple poly plane, subdivide it many times ( no smoothing on the subdivide) and apply the displacement map from your original object to it.…
the "underwater" effect only works underwater.. Its done using some sort of screenFX normal which displaces the pixels, and a fake camera sway to increas the effect. To achieve a similar effect in an aquarium tube like that is a little trickier. You'll need to be using some sort of refraction normal map. You can either…
Thanks Eric, that makes things a little clearer... I'm still not sure of it 100% though, sorry for the stupidity. What I don't understand is how he applies different textures to the same mesh? You say he attaches them together, then how do you apply 4 different textures to the same mesh? Surely not 4 UV Channels? Unless…
I'd apply a cylindric uv mapping and then tweak the uv scale manually to get desired result instead of picking seams and apply an uv unwrap modifier.For the sides you probably will get some distortion but it's possible to fix that at a point by moving the edges in uv window.Apply a checker material to see stretching effect…
Nah, a certain engine will always have a particular look and feel to it. Even if you use custom shaders, which is what 90% of people use. :P This doesn't only apply to game engines, it applies to rendering engines as well. You can sometimes tell the difference between Mental ray and Vray. Not to mention Scanline (yuck).…
I tried the method described above and it worked perfectly! Thank you all! I applied two (four in the window) separate materials, one with no alpha (for building and assets), and the other with alpha using blend_translucent (for alpha details and windows). And then applied each to the relevant material ID in the model. In…