I was thinking about normal mapping models, and how normal mapped models look nicer, and I was thinking of a little fun project. Anyway, since there are a few on here that have built several NM'd models (and some that have worked with them in games), I was wondering... What is the performance hit like? If I had a 2k low…
so looking for answers and one google search led to this old thread http://polycount.com/discussion/139219/maya-uvs-texel-density reading down till the numbered list I had a question... * before moving all shells into the uv space (for the UV snapshot) when i resize my shells to fit into the uv snapshot space, the good…
Sorry if this gets asked a lot but couldn't turn up anything in search. It sounds like since the last time I did much 3d on any serious level, procedural texturing has become a pretty big part of the standard tool kit next to Photoshop, a camera and your 3d studio of choice. While there have been times I wouldn't worry too…
so im making an environment which has a brick wall. Im planning to make a wall (modular) which i can replicate in UE4. Some questiion: 1. does the wall has to be square? does it has to occupy the 0-1 uv space? 2. and cuz its the same texture, how do you actually make in unique in ue4? ive heard some tehcnique about vertex…
The blade looks much better now, but I have to agree with Prime8, the gold looks off, mainly because of the colormap. If you work with PBR texturing you want to get as good real-world numbers as possible to set up your materials. I say numbers not reference photos and that is because the color of a material is always…
Greetings everyone, I am a 3D artist and digital sculptor and texture artist with over 5 years of experience in the game and animation industry. I am able to create low poly models specially used in PC game and mobile games. I can provide high detail models upon request. I am also skilled in providing quality rigs and…
Hi guys! I've tried this one the Unity forums without much help thus far - I'm getting the fairly common 'too many interpolators' error message when trying to get a relatively simple shader working. I'm using #pragma target 5.0 as I'm only targeting Dx11 hardware and it should be more than adequate. My struct looks like as…
Hello, We are several artists with the aim of developing new experimental and artistic techniques of 3D animation. In addition to the 3D animation, We have passion to do game arts such as 3D modeling, texturing, rigging, animating and production of professional game cinematic Video. Currently we accept cooperation with…
I have a few rather detailed models, at least texture-wise, which would be a pain to manually color in voxel form. Can I have them converted automatically somehow? Their is already one that exists, but it costs $45, which seems expensive for a one-off thing.
Hi, This is the first time I texturing skin and am using subsurface scattering. I have added the scattering channel in substance painter. However, when I export using Unreal Engine SSS (packed) preset, there is no subsurface scattering map. Substance painter only exports BaseColor, Normal and OcclussionRoughnessMetallic.…