Hey guys, as the title would indeed suggest I am teaching myself various new pieces of software. To do this I decided to create an environment piece in UE4. This was designed to allow me to learn a bit of Zbrush, Xnormal and UE4.
Where i'm hoping someone might be able to help me out is about half way through this process.
I have gotten as far as to sculpt a high poly rock from a low poly base mesh created in 3dsMax. Then I have managed to decimate it down and clean up a new low poly model. My low poly rock is sitting at 406 tris. Then I have baked out a normal map at 1024x1024 in Xnormal and I have taken it into marmoset toolbag 2 so that I could get a feel for how the normals were looking on the low poly rock. Initially I had some really horrible seams and I went back into 3dsMax and redid my UV unwrap in order to move them to a less conspicuous place but they I feel they are still not optimal.
My question is: How would you guys solve this? Would you simply try to hide the seams when you create the rest of the environment? Would you unwrap the rock differently to myself? A third even better option that I have not considered / learned?
The parts where the seams aren't visible looks quite nice:
The horrible seams:
The Unwrap and Normal Map:
Thanks in advance guys.
Replies
I'm not sure that the issue is with Xnormal though although I may be wrong. This is the rock in toolbag with no texture or normals applied and it still looks the same.
Thanks for your help guys.
Now I just need to work out what's causing errors like this one in this next picture and i'm away again:
EDITL: I have now fixed this too. Thanks very much.
I am aiming for a render like the one we can see in the camera pane. I am wondering if I maybe need like a blowing sand kind of particle effect or something to tie it together a bit more? I tried to use the pre-existing Ambient Dust particle but was unable to get the desired look. Perhaps there are some nice lighting effects and things that I am missing?
Thanks in advance guys.
Anyway slight update: I have sorted the landscape textures now and I believe it's looks a lot nicer.