Hello there! I have a trouble with texel density. For example, there is a model of railway car(wagon) 9x3 meters and i need to set its texel level to 300 px/meter. I know what it mean, but i cant figure it out. So how to set it on my uv?
maybe we've had this question before. But let me eloborate on what i mean! =) :D How do people go around to create for example a tiled wall texture and then make "unique" stones and trying to get the texture to almost the same level when it comes down to color and style?
Moving this to the Adobe Substance section, where you're more likely to get experienced eyeballs. Also, it helps to put the program name in the topic title, for example [Substance Painter] normal map baking and artifact like mosaic?
Thanks oglu! That's a good point, in many cases that would be true. The handy lookdev kit sets a scene up just like your example, I guess I'll use that and surface in a more general lighting environment.
Gradients aren't bad if you have your model setup properly so it still looks good. Having lots of UV splits costs extra memory - which is bad. Although this example is a pretty simple model.
Yep, you´re right. I noticed that it doesn´t happen for the head or torso for example (or in a separate file as you said). The lower the object is the bigger the difference in the brush size change (I just moved the shoe way up close to the head and everything was ok, so it must be the perspective). Turning off the…
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The path into game development really depends on where you're starting from. Some people start with an idea or thing they want to see in a game and learn skills as they go. Others master art or programing first and either find a counterpart or eventually branch out into the other discipline while working on different…
Oh right, I skimmed the post too fast and thought you propose conflictless shortcuts, my bad. The remaining conflicts here are for example deselecting (alt+LMB) or push/pull switching with brushes (alt+LMB).
@ Dave: Even if you can manipulate the lightmap channel in UDK, the example you showed can be achieved pretty easy using the diffuse channel, Epic seems to do it the same way for their demo assets that come with UDK