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Hi there,
first of all thanks for implementing Tiles, it's very useful.
I guess you copied Bercon Maps system as I got the same problems with your system as with it by the past.
I'm struggling to have controlled effect and I really need explaination.
1st : mapping !
whatever I try, it's impossible to get result for wooden cladding on wall or surface. ex. planks01
with ou without UVWmap mod, with or without Use real worldscale on both UVWmap mod or Tiles map none of them is giving a clean cladding.
2nd :
displacement on geometry corner, are.... liquid with an effect i got with Bercon too ex. liquid corner & lc2 3
How to deal with that ?
Thank you.
Ram almost full 30/32
Are you sure that 64 do the trick? I could even buy 128gb.BUT I don't want spending money for nothing.
1. When I model a sidewalk and curbs, I place them along a spline, I always have problems making a depression, or I don't know exactly which workflow is best, maybe an FFD modifier? See example picture below.
I ve seen many Renderings where the curbs looking damaged, and the texture looks very different on every single curb, also joints in the example picture also look very realistic, how do you do something like that? maybe in another program?
I tried to use assets from megascans, but yeah of course if you place 10 similar curbs in the scene it looks to identical.. how are you handling this? Is there a way to make them look different?
I ve also seen so called “modular curbs“ assets on megascans.. are they better or special in any way? Or is there a way to edit this 3d models? I mean when you place them along a spline with curves etc.. they are sometimes looking very strange.. is there any workflow for megascan assets do change?