hi I created some curtains in marvelous Designer and retopologized the curtains in maya, now i have to texture, but when I bake the high-poly curtains to the low in Substance Painter, it's awful because of the folds and swags. Can anyone advise on how you use complex curtains inside the engine? Do I need to bake or can i…
Hi and welcome! there are 2 approaches. 1. creating an intact version, uv layout it make an texture for it and then u create an destroyed version where u layout the new faces so it looks right on to the same texture. - can be tricky when using normal maps but it is possible! 2. creat the 2 models and uniquely layout them…
rock textures are indeed looking great. Since you mentioned vert painted cliffs I assume you did not use world-aligned textures. This means the tileable textures are UV dependant, right? May I ask then how you managed to keep the stripes and crevices of the rocks mostly horizontal although using tileable textures? I never…
a few thoughts about topology. I tend to agree with some of the other posts that Dreamer's mesh has some problems. the mouth area layout is going to give you some trouble. you really do need some solid loops around the mouth with some extra loops bunched up in the cornes that can stretch out for a big open shape. I think…
i am having a problem with the wood texture for the stock, picture number 1 shows the uv layout for the stock, triplaner mapping causes a visible mismatch in the grain direction shown in picture number 2, picture nmber 3 shows the uv projection for the same uv layout, i have tried to change the uv layout as shown in…
I've had a g9 for just over a year and I'm never going back. I was concerned I'd miss the vertical resolution from my previous 4k screen but I don't and having your main app at 16:9 and a usable 8:9 window either side is far nicer than splitting the same real estate over 2 screens. For layout management/window snapping I…
I'm Sam Son and I really liked the world presented in Studio Ghibli's The Secret World of Arriety and wonky shapes is pretty awesome. So I'm making a wonky, miniature, 3D Environment. As for the engine, I'll probably will use unity but I am considering UE4 because that PBR looks delicious. On another note, I might have…
All of the art on the portfolio looks nice in my opinion, so good job with that. :) When it comes to the layout I agree with Bagelhero; it's pretty - but not that functional/informative. Have a look at other people's portfolio layouts for more inspiration. Though I'm not professionally accredited, personally I like Scott…
Decide to participating Challenge for the first time as a long time lurker, cause I wanna practice some hard surface model and enviroment art. I have blockout the base layout in Blender and export to UE5, haven't change the lighting to fit the concept setting yet, but I'll do it in the next update.
I have recently come across a problem that I have never encountered before. My UV shells are absolutely massive and do not fit inside the 0 to 1 space. I am trying to model a house to take into Unity. I set my modeling scale to meters and I didn't do anything at all to my UV editor (I assumed everything would sync up...).…