It's because unreal expects you to be using a colour managed workflow for high bit depth images - grownups (ie those working in film) store textures in linear space, if you do that 16bit textures works fine. You can either work with color management In designer or use legacy and convert your colour maps from sRGB to linear…
I would straighten the borders with the straight border tool and unfold only the inner part. PolyRaven does have some tools to help with this here at 16min. https://www.youtube.com/watch?v=cVTwmZStnbo
I think they just want to avoid companies putting artists as freelance contractors so they can avoid paying the full license for them, even if all the artists are working on a multi-million dollar project. So if you're just a regular freelancer that only does assets for a company and is not paid for his time (160 hours…
Hello, I am new in Maya. I model this model. i am a beginner so I am not done my texturing classes yet so plz can anyone plz done texturing of this model or if any suggestions Welcome url of model: https://drive.google.com/drive/folders/16HuFO6H363mHhmLee9JnklQ0T9AT98z7?usp=sharing
Dual CPU is a waste of money these days. Like Oglu said; if you want a lot of cores just get a Threadripper. As for the GPU, I'd wait to see when the 20GB 3080 or 16GB 3070 will release. The 3090 is a bit overkill and the 10GB 3080 is looking like a stop-gap measure on Nvidias part while they wait to see what AMD does.
I'm not sure about books, but I've found a bunch of YouTube tutorials which have helped with composition a ton. https://www.youtube.com/watch?v=Qj1FK8n7WgY&t=842shttps://www.youtube.com/watch?v=O8i7OKbWmRM&t=1613s
There seems to be some ui bug as well, or maybe it just shows what actually happens. If I set a node to be hdr high precision 32f, it still shows 16f on the node. It doesn't happen on all nodes, but on some of them.
Hi, Its not a good decision to invest money in this system of yours. its still uses a motherboard compatible only with DDR3. Substance painter uses a lot of GPU power and GPU memory, but also, as your materials gets complex, CPU will also be a factor. So my advice is to upgrade to a new modern computer. Any money spent on…
The high poly is so incredibly sharp. You need to loosen up those control loops or you are just baking aliasing into many of the edges. The low poly topology has extremely thin triangles on the rails stretching all the way across the model, possibly overlapping or having zero pixels. I suggect you add some loops to the low…
I'm running a i5-4690K, a GTX 970, and 16GB of DDR3 RAM. So I understand having to work around your computer limitations. Though I don't do character work, just environment stuff. Understand that you don't always have to have an insane polycount in Zbrush to get good bakes. It's tempting to crank up the Sub-Ds until each…