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...
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.
@@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
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..ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ln2TOz_TDpA.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
@@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.