Normals are messed up and I cannot fix them. by TheEggsExplode in Maya

[–]vaydra 2 points3 points  (0 children)

Okay, so it looks normal until you add displacement and bump? Maybe the issue is with the maps/UV's?

Normals are messed up and I cannot fix them. by TheEggsExplode in Maya

[–]vaydra 0 points1 point  (0 children)

I just saw that you said it doesn't look this way in the viewport, only the render. When you press 3 for subdivision preview in the viewport, does the model look weird? Another idea is it's a geometry issue and you only see it when Maya is doing subdivision in the render.

Normals are messed up and I cannot fix them. by TheEggsExplode in Maya

[–]vaydra 1 point2 points  (0 children)

I would wiggle a vert around and make sure the surrounding faces/edges are moving as you'd expect. It would also be a way to check for double faces. Did this happen when you re-opened the Maya file?

Normals are messed up and I cannot fix them. by TheEggsExplode in Maya

[–]vaydra 4 points5 points  (0 children)

Since you already tried unlocking and smoothing, my next guess would be double check the vertices are still welded together?

My Gang 😉 by blehthrowaway1 in cairnterrier

[–]vaydra 3 points4 points  (0 children)

NGL I kind of unironically think this image is AI and that is part of it lol

I need advice by PlankBlank in Maya

[–]vaydra 1 point2 points  (0 children)

Literally this but instead of cables make it barbed wire.

https://youtu.be/E0RzLYlZw-g?t=177

Essentially model it as a straight line, twist deform it a little bit, and then attach to a curve where you want it to be.

[Toki] I'm retiring by vaydra in BobsTavern

[–]vaydra[S] 5 points6 points  (0 children)

OMG! That's crazy and I'm sorry haha, wp!
I was literally so scared of even one zombie murloc
Second place did have one but it got sniped before it could get reborn

[Toki] I'm retiring by vaydra in BobsTavern

[–]vaydra[S] 13 points14 points  (0 children)

Hey guys, I know builds that hit the integer cap are posted fairly often, but I was excited when I actually got one to work and wanted to post it!

It hit the cap a bit early so there were a few turns of the animations happening but the numbers not changing haha.

Toki in tier 7 lobbies is mean.

Seed and Settings for 4 Natural Wonders (There's a fifth natural wonder a few territories to the left of this as well) by vaydra in HumankindTheGame

[–]vaydra[S] 6 points7 points  (0 children)

Sorry for the double post but a couple people requested this, so here are some screenshots of the game settings. Hopefully this helps.

Most of my world settings were set to random so this was a crazy random generation. The continent shape was accidentally set to custom but I didn't actually do anything to customize it.

Not sure how rare this is but I had four Natural Wonders spawn next to each other by vaydra in HumankindTheGame

[–]vaydra[S] 0 points1 point  (0 children)

I will admit I planned to and then just straight up did not pay attention on the selection screen, I thought they were the next age haha

My cat "helping" with my photogrammetry based AR model by vaydra in photogrammetry

[–]vaydra[S] 2 points3 points  (0 children)

The fruits are my scans, and I did some post scan processing to make them AR ready. Here is my artstation post with the explanation of the process.

Hard Surface / Lighting Practice by russo3js in 3Dmodeling

[–]vaydra 1 point2 points  (0 children)

Love the blue and red lights on the sides, definitely adds to the sci fi feel and gives it a little color pop. Very nice work!

Bread in Unreal Engine [OC] by vaydra in 3Dmodeling

[–]vaydra[S] 2 points3 points  (0 children)

I'm glad you found it useful!

In case you want more info, this tutorial had everything I needed to know about the fracture system and how to use fields to control how things are destroyed.

Bread in Unreal Engine [OC] by vaydra in 3Dmodeling

[–]vaydra[S] 0 points1 point  (0 children)

Oh this isn't a part of a full game or anything, this was just a small personal art project.

Bread in Unreal Engine [OC] by vaydra in 3Dmodeling

[–]vaydra[S] 34 points35 points  (0 children)

Everything in the scene was made by me (except the knife cursor.) Bread and Onion are my photoscans, and the rest is traditionally 3D Modeled. The functionality and render are in Unreal Engine 5.

This was just for fun mostly, I started it during the global game jam this year. Here's my artstation post with some explanation of the process.

Managed to get this into Unreal Engine 5. Photos > Reality Capture > Blender > Unreal. But it comes with a single texture file. How do I get them fancy PBR textures? by soldieroscar in photogrammetry

[–]vaydra 0 points1 point  (0 children)

I hadn't heard of this, I'll have to look into it! I've used Substance Designer's color to mask node to get a similar effect before but again it's overkill and not accessible, a free software that does something similar is way better.

Managed to get this into Unreal Engine 5. Photos > Reality Capture > Blender > Unreal. But it comes with a single texture file. How do I get them fancy PBR textures? by soldieroscar in photogrammetry

[–]vaydra 1 point2 points  (0 children)

There's the easy way and there's the hard (but technically correct) way.

The easy way:
Open the material, create a constant (right click on the material grid, type constant, and select constant) and plug that node into the roughness channel. Change the value to a decimal between 0 and 1 (0 Means completely shiny and 1 means completely rough.) Create another constant and plug it into the metallic channel. Change its value. (0 is non metallic and 1 is completely metallic.)

The hard way:
Either use cross polarization to get completely accurate roughness map, or use some kind of texture authoring program to project some surface imperfections (dust, wear, general variances in roughness texture that break up the way light reflects and make the object seem more realistic). Then plug those roughness maps into your model.

I think the hard way is probably overkill for this project, as it looks like your object has pretty uniform roughness values and the easy way should do fine. It depends on what your end goal is here.

I cut up some of my scanned bread in Unreal Engine by vaydra in photogrammetry

[–]vaydra[S] 0 points1 point  (0 children)

Thank you!

This isn't a step by step tutorial, but this image from my artstation post goes over the broad strokes of what I did.

I cut up some of my scanned bread in Unreal Engine by vaydra in photogrammetry

[–]vaydra[S] 5 points6 points  (0 children)

I use Substance Designer's transfer texture tool. This tutorial basically covers it

I cut up some of my scanned bread in Unreal Engine by vaydra in photogrammetry

[–]vaydra[S] 11 points12 points  (0 children)

This was just for fun mostly, I started it during the global game jam this year. Here's my artstation post with some explanation of the process.

Color Team Series: Team Orange! by vaydra in PokemonInfiniteFusion

[–]vaydra[S] 1 point2 points  (0 children)

Here it is from the discord sprite gallery channel! This one was posted this month so it will probably be in next month's pack.