@OliverJones_Dev@ClementPanchout Yeah, definitely not production ready is it. It's an overused term, but nanite, lumen and RVT have the potential to be game changers for the engine and enable it to finally compete with Snowdrop and Frostbite.
@HCICT_JadonS@HCICT_SteveH @mmsherpa Ah ok, that's makes more sense then π In that case, make sure to experiment with different plastic materials. There are hundreds/thousands of different plastics/polymers but most people would recognise the familiar Lego glossiness.
@S_ProjectAgents@HCICT_SteveH @mmsherpa Looks great Bruna. I like the alpha clipping on the leaves particularly. Remember to bake a high poly to smooth out the normals, even if it's just a subdivided copy it will make a huge visual difference in Unity.
@OliverJones_Dev@HCICT_SteveH @mmsherpa Looking outstanding Oli. Just fix the starting orientation. Currently your testing level starts with the camera facing a grey wall. You might also like to use a generic normal map on the wall blocks. That would help to see where you're running. Fantastic work though.
@HCICT_JadonS@HCICT_SteveH @mmsherpa If you have a high poly mesh to bake, then consider adding details to show how each piece of sheet metal would be connected; rivets, spot welding etc. This is the reason we rely so heavily on reference photography
@HCICT_JadonS@HCICT_SteveH @mmsherpa It looks overly simplistic. Consider the real-world physics when using PBR textures. There would naturally be darker tones on the bottom where gravity would send the rain/moisture to create the rust.
@HCICT_JadonS@HCICT_SteveH @mmsherpa Around the door handle would gather more dirt as well, so add the baked ambient occlusion map as a fill layer blended to multiply
@OliverJones_Dev @mmsherpa @HCICT_SteveH And of course, edge-wear. Small imperfections on some edges of the wood would really add to the realism on a normal map. As with all reality-based objects, think how it might be handled, stacked etc. and where it would be likely to be damaged and worn.
@OliverJones_Dev @mmsherpa @HCICT_SteveH Really nice work Oli. Just some advice though for the finer details; Remember your reference photos. A length of wood like you have on the top, will not have a grain running vertically down the middle. Think of how the centre of a cut tree trunk looks.
@S_ProjectAgents@HCICT_SteveH @mmsherpa @Jay_Highlands Beautiful form modelled here, I'll look forward to the high-poly sculpted details which this is screaming out for... Good work!
@OliverJones_Dev @mmsherpa @HCICT_SteveH Looking outstanding. You may find performance starts to drop when adding more models with different 4096 X 4096 textured materials. If so, change to using atlased textures. ie. 1 material for all objects, 1 for all walls etc. The shells just have to share the same 1-0 UV space.
@HCICT_TiagoDG@HCICT_SteveH @mmsherpa Looking good, but render at an angle rather than flat on to bring out the depth of modelling. You would also normally add an ambient occlusion layer to blend the cavity maps into the diffuse. Good work.
@HCICT_TiagoDG@HCICT_SteveH @mmsherpa Check the texel density of your UV shells in Maya. There are some stretched out sections visible here which need addressing before baking the high poly.
@jude_hcict@HCICT_SteveH @mmsherpa @Jay_Highlands Either backface culling, or the UV shells are occupying the same space.
Check your polygon faces are facing the right way (default shader in the viewport) and Mesh Display > Reverse if they aren't. Then check that you've unwrapped your UV shell properly and there's no overlap.
@HCICT_SteveH@OliverJones_Dev @mmsherpa About even difficulty I would say. Obviously more joints in the hands than the face, but more muscles in a face to worry about deformations and skin weights when animating.
@HCICT_Anthony Great job Anthony! You can get a decent groom using the xGen IGS with groomable sculpting layers, but the old xGen can be a bit laborious with individual splines/guides.
@IctegHc@HCICT_SteveH @mmsherpa A metallic shader is easy enough to produce using a URP shader within Unity, but metal looks more metal-like the more it is damaged, scratched etc. This would look great with a patina or rusted appearance.
@HCICT_Anthony@HCICT_SteveH Looking really nice Anthony. Keep the poly count low and get some nice bone and branch details sculpted in for the high poly transfer.