Texturing for Unreal 5 without UVs for Multi-Billion Poly Environment in 3D Coat - Part 1
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- čas přidán 12. 06. 2021
- Instagram: / tenitskyart
You can ask me questions on the discord server here - / discord
Artstation: www.artstation.com/tenitsky
3D Coat 2021 used
Reference photo pack used - www.fotoref.com/products/anci...
Oh this is awesome, Im so interested in mastering this :)
love 3dcoat love u
Thank you Jerome, simple comments like this help the channel going
awesome! can you also do this for the id masks and texture in mixer without having UVs?
Well you create materials in mixer and then use them in Unreal as i understand. So should be fine
actually i wanted the final obj to work on blender. Apparently mixer needs the obj to have UVs which i hate doing for concept. so i find it weird that unreal allows for texturing like that. i guess ill try to export for unreal to blender then!
Any growth on this process for either of you? I want to execute concept art but have little interest in efficient modeling and unwrapping. I want to sculpt, poly paint, send to unreal, light the scene and then send it all to photoshop.
Curious how much technical space can be circumvented.
looks awesome man, when's part 2? :)
it'll be out in few days :)
@@AntonTenitsky my current work around that is a bit more time consuming but gives more freedom later is retopo and UV in zbrush atleast then i have UVs, but skipping that step would be awesome
@@AntonTenitsky hope you're alive man :P
请一定要更新完哦,会3dcoat,正好需要和虚幻5搭配的流程!
next part will be out soon :)
Thank you very much for this tutorial, technique is amazing!! one little question ive seen that due to nanite reduce the triangles of mesh in distance texture could experiment a notable popping effect, also showed at the end of in this tuto..czcams.com/video/ln2TOz_TDpA/video.html how do you avoid that? It´s really not showing in your video exaple, is cos you are just using a really really dense mesh? Thanks in advance
to be honest, i don't know :) i haven't had issue with my scenes
Take a look at this about using the vertexcolor info directly: czcams.com/video/WafALLVTp0k/video.html
Yeah, but the idea was to have rgb masks and ability to swap materials. So my method is more advanced :) but thank you for the link
@@AntonTenitsky yeah but using triplanar global mapping will not let you animate (position/,rotation,etc) part of your meshes. There are other solutions, like a local triplanar mapping algo. But those don’t come cheap (heavy on the gpu).
Anyway, baking the maps into vertexcolor might be the future for uvless workflows.
@@RunTheTape yeah, you are correct. I was planning to bake to vertices for the next project :) that video has useful material set up in unreal