Rhinocentaur model, possibly my favourite personal project yet! It was a blast to work on it, from researching the centaurs to learn there are tons of sub species of centaurs to writing a small background headcanon lore for the Tribe it is from.
Yeah, thats the least jarring seam you'll come across. It's super minor, and is not a texture seam, but just more of a wrongly synced normal seam. Notice how it's fine in SP but not in another viewport, such as Maya? That should be the giveaway that they're calculating/viewing the normals in two different methods. :)
Meh. Was pretty burned by the ridiculousness of MW2. Might get it for 360, if it has improved enough to buy another iteration. Still love the SP in MW1; seeing the nuke take off, damn. One of the coolest 'Oh S**T' moments in any game I've ever played.
8 of them, different size, around a square. Habitations around and stairs behind the square heading to center town. I use MOI, LW 2015, ZB, Heads UVlayout, SD/SP. The final render(...some day) should be done in Vue xstream 2015. B,
Overall I think it's looking really nice. I see a few artifacts in the normal map but that could be because the detail is too small in the high poly or it could just be the display in SP's viewport. Also I can see through his jacket on the shoulder area :open_mouth:
Well I edit just to have some fun. No other game out there interests me : I'm a melee guy, not guns type. Heheh, besides my SP campaign wont take me years to make (I'm not making a TC or 29 level game lol)
yeah normal maps aren't magic and while you will be able to get a lot from your high poly stuff that really sticks out and will change the sillouette (sp) of your model needs to be in the low poly mesh as well. I really dig the high poly for this though.
I dont have the same problem as everybody else with DLC, day one or not. I'm not a big Multiplayer guy, so I kinda feel as though games should either be MP or SP...not half-assing both. Also, enough with the damn Zombie games already.
I am not and I don't think they are either. I've only been doing 3d for 11 months, coming up on a year. I can't speak for the rest of everyone but we's all newbz. Paroxom (sp) entered the first month though, he is NOT a noob at ALL.
If it's been textured in Substance Painter then it's necessary to turn off sRGB in the texture editor within UE4. by default sRGB is on and it will completely bleach out your albedo. Again this only applies on any assets textured within Substance Painter and exported from SP directly into UE4.