@Abe_Leal3D Good tip.
For clothing assets I highly recommend texturing mid/highpoly assets. Then you bake the final textures onto your lowpoly like with photogrammetry. Best of both worlds, most flexible and optimized
@henningsanden Both are kinda for baking only. You can use the one with the lips slightly apart as your bind pose mesh although it wouldn’t be a proper neutral.
The open mouth is a temporary bake mesh just for the mouth and teeth
Update to my BC_previewer plugin: cost estimate + budget. I want this tool to be production oriented so I'm giving the users an option set a project budget. Plugin will dynamically calculate each packed map cost based on reso and compression, and show the overall budget usage
@rezich I learn code via blueprint nodes and the whole system. I wouldn’t pick up python or other node based systems like shaders if it wasn’t for BP. Nodes encourage exploration and just messing around. Debugging is also easier.
@kiaran_ritchie IMO the reason why visual scripting got so popular is because how easy it is to learn. Colour and shape coding is an absolutely massive to learning. Context based menus encourage exploration. Nodes are surely worse than raw code in the long term, but pain to learn from.
@Evanylaaa This is one of the issues that unless you have access to the backend, you can either trust them that they will respect it or bite the bullet and not post there.However, if you ever post anywhere the risk is there too. At least here it seems like there is a way to protect the work
After some thought I'm restructuring the BlockCompression previewer. It will allow users to simulate final packing and change resolution to replicate an exact compressed texture preview in Painter. I'm also going to add memory cost which can be combined with budget tracking.
@henningsanden It really depends on your use of those textures? Do you need hdri? Probably haven. Billboard cutouts? A lot more difficult and probably not free.
@StarWarsDaily_ Playing SW squadrons in VR all rebel fighters have incredible advantage with how much you can see from the cockpit. All TIE designs are super restricted (I know its by design). Depends if you value form over function
@Clint_Davey1 I think they tried to “explain” it in Fallen Order. The empire was mining on ilum for Death Star Kybers. I guess they also decided to turn it into a weapon even it can’t move? Idk its stupid either way
Working on a small plugin that will give you a preview of BlockCompression. It's based on Nvidia's Texture Tools so it isn't live, but it's still pretty quick and super accurate.
Gonna figure out Height -> normal, channel packing and different BC methods!
@Substance3D
Time to finally post about Middle-earth campaign map. A project for the Dawnless Days mod. Free download to the heightmap in the post description ! @artstationhq https://t.co/0EhKAZCVFC
@normal_regimiro It’s a slippery slope to think this way about the universe. To a large extent it was never meant to be super complex and realistic setting. It’s kinda like the whole Aragorns tax policy question. You don’t want to peak behind the curtain, you will only find more questions there
@xyzdnd_3d One thing I haven’t seen mentioned: meshes in DCC will have different requirements to a game optimized format. Model compilers will try to strip out any unneeded data. Vertex position, uv coords, channel, vertex colours, all at essential-only precision