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Pixplant vs crazybump
Pixplant vs crazybump











  1. #Pixplant vs crazybump how to#
  2. #Pixplant vs crazybump update#
  3. #Pixplant vs crazybump free#

ini file tweaks, google should come up with a bunch of results. Probably, the texture streaming is a bit agressive, you can disable it with some. The automation features were developed to quickly open and save multiple texture files.

#Pixplant vs crazybump update#

It’s really hard to tell what’s happening with the black line, I’d probably need to see it in a video, larger image, or the look at the model/texture in UE4 myself Materialize was used on the Uncharted Collection to generate metallic, smoothness, and occlusion textures to update most of the environment materials in Uncharted 1 and 2.

#Pixplant vs crazybump how to#

If you want to do 3d art professionally, you should probably learn how to bake a high poly model, but you can often get away with not uniquely baking every mesh. You could also bevel the model and then bake a high poly if you really want to do a close up of the fence in the game. If you don’t want to reuse the texture and want to make the asset as unique and awesome looking as possible, baking from a high poly would be the way to go. I can do a break down of that workflow if you wantī. With a bit of vertex normal tweaking, you can get away with with just the lowest number of splits/segments for a bevel.

pixplant vs crazybump

If you want to save texture memory and reuse that wood texture for other assets, you can do a chamfer or bevel.

  • There’s 2 completely valid options for that problem that can give decent results.Ī.
  • Why is this here? When I created my fence, I just do instance of my first plank to others, so every model of plank is created on same way (instance, not copy).ģ.) Sometimes my textures are blurred when I’m look at them, is this because of texture streaming? I tried to switch green chanel, but nothing happened.

    #Pixplant vs crazybump free#

    For hobbyists and students however, low-cost alternatives can be found in the forum thread Free or low cost 3D and 2D apps. So finally I have 3 questions to you, I need some help and some advice in which way to learn.ġ.) This is my low poly model of fence, what is your advice to edges look better? Just chamfer in 3ds max after the uvwrap modifier or create high poly model, and then with baking normal map transform that map to low poly?Ģ.) I have some strange errors in UE4 preview, look at this red circle:Ī strange black line appears in second wooden plank, but when I open my model in UE4 editor - black line is not here. Expense is usually not a concern for employed artists, due to the ratio of saved time and effort vs.

    pixplant vs crazybump pixplant vs crazybump

    (there are 3 different models in this, first is plank which is “instanced” 5 times, second is horizontal wooden beams, and third is vertical wooden beams)ģ.) Imported to UE4 engine, with this settings:Ĥ.) Applyed normal map, which I created from texture of wood in pixPlant. Ok, I must apologise to you, because I’m stuck here and I really dont know what to do, because i’m watch some tutorials, and that is to complex to me for now, too much informations, i’m realy lost for now.ġ.) Created some low poly model of wooden fence in 3ds max, in second chanel, and with unwrap uvw modifier with simple texture of wood.













    Pixplant vs crazybump