Right here : "[Engine Configuration] Export resolution clamped to 4k. More than 2GB of VRAM are required to allows 8k export (2029MB detected). Unlike what the name suggests, Substance Painter is not really a painting app but rather, a mask painting app. What you paint in it is mostly black and white masks helping with the…
The primary differences between Toolbag and Iray are that Toolbag is a real-time renderer, more like a game engine where most of the rendering systems are optimized for speed rather than absolute quality. Iray on the other hand, is a traditional ray tracing rendering (like Vray, Arnold, etc). So when it comes to ray traced…
Thanks for the explanation! I've done something similar using geometry nodes in the past and I assure that one is the slowest way to do it! Your baker was pretty fast considering the other options to get height maps in Blender. It could be that I just don't know how to get a good AO-derived cavity map in Blender, but even…
Hey all, We are currently looking to fill a couple of art positions at Keen. International employees are welcome to apply as well. With Royal Revolt, Olympus Rising and Monsters with Attitude we have developed two very successful games with more than 25 million installs and a very loyal and engaged community of over 1…
Hi, I'm an indie game developer working on a sequel to a space-themed ARPG. I'm looking for one or more 2D artists who can create assets in a few different categories: * Alien character portraits: Color, high-resolution (1024px). These are "hero" images that are seen in high resolution. * Small crew portraits. These are…
This Asset Pack features detailed realistic and modular Lamp Assets for usage in game, archviz and cinematic rendering. The mix between modern and whimsy designs permits versitile use for any kind of project. Modularity is simplified by using Component Meshes. Just copy-paste the Component Meshes from the Overview Level…
Thank you Ash means alot, primary aim is to have only 1 texture set at 4k resolution with 1024px/m distribution, then finally showcased in UE4 so I'm eagerly looking forward to the challenge putting this 8yr odyssey too bed once and for all.
@fairlyBread Nice, that sounds like a plan :+1: I think using some tiling trims and re-using texture space would enable you to maintain good/ sharp texture detail without needing to go high resolution. Personally, I like bringing the assets into a game-engine, since this opens up more options in regards to lighting,…
Thanks guys for the reply. I am working on a game soldier character for a mod. The texture resolution I am working on is 1024x1024 for the entire model all on one UV tile. Although I'm not sure what the head of the mod team wants in terms of texture resolution so I just went with 1k since this is somewhat of a standard…
You should probably tweak your texture a bit - the back of the guy is very pixely. And considering GTA or a point and click like Full Throttle shows a lot of the back of a character, that's not great. (this character seems doesn't seem like it would fit in a FPS as an enemy) Your current rendering seems like an appropriate…