It's been a while since I posted. Things have been getting busy! But without getting into too much detail, here's what I've been up to. So I figured out what was causing the weird lighting. It was because of how the normal map was being calculated in my triplanar projection material, because triplanar projection naturally…
I'm pretty sure that it works like this. Blender sends out a ray outwards from the low poly model with a maximum distance set by distance. If distance is left at 0 the ray is infinite. This ray terminates on the first thing it hits so it's more than likely to hit the back of an object and will terminate before it hits…
Here are some more of my ongoing experiments and thoughts, having spent several hours with this (there is a near black color sphere (static mesh) in the background surrounding the object in all four): 1) Static lights destroy the metal reflections here. I'm going to try some full environment builds and see if there is a…
Yep the method Neox outlined is what I would use. The TexTools UV>3D method requires a bit more work. TexTools really isn't designed to do this and because of that it won't make a good morph target, you need to break the mesh along UV seams so you have the same number of verts/open edges on your mesh as the UV layout…
1. I believe UE4 has vertex painting tools, and if not I'm sure you can find a plugin for free that will do it for you. However, Substance Painter is not a vertex painter, it is a UV painter - the colour data is stored in the UV map's pixels, rather than on the vertices. This means you can have a low poly model (e.g 200…
thanks KartoonHead! Make sure you check-in at the hospital. You're jaw isn't supposed to fall off. :poly124: Zbrush was used for its dynamesh operations. The render/textures were done with Vray/dDo and the boolean object were imported from 3dsmax into Zbrush for dynamesh. Thanks Shrike! Once I was done with the dynamesh in…
Joopson, if I may ask (and sorry for derailing the thread), could you elaborate on how you feel that the modeling methods in Max and Maya are different ? I keep hearing people mentioning it, but I do not quite understand that statement. Of course if we are talking about overall object operations (like, the very unique and…
I'd say that bike looks pretty small scale wise to the chairs especially, unless it's supposed to be a kids bike. On second thought, I think the chairs compared to everything else looks like it might be slightly too large. IE its about the same size as one of those plastic green trash bins yet I think it would probably be…
Will the pillars ever be seen separately from the building? The way I look at texture sharing is if it will always be part of the object you're creating sharing textures may not be so bad. However, if you can see yourself using the piece in another scene, level, area on it's own then you may want to make it a separate…
Thanks guys, and thanks @ComradeDispenser for the crits, always helpful. My texturing process in PS is to start with fill layers to get basic material values dialed in. Then add several pattern layers to each material to get texture variation. After that I use images and handpainting for contextual wear and tear. Each…