went ahead and textured it, just a simple smart material with the bevels shaded slightly via ID mask, also had to setup UE4 color settings in Substance (to match intended destination). i guess i can remove the extra supporting loops i used just for the bake now too... [*EDIT*] No I cant...it loses the edge sharpness :(…
My workflow is usualy to try and keep workable loops intact in the low poly. Then as i go deeper into the lod's remove loops and small elements, further down i remove some bigger elements aswell and only keep the big shapes that define the silhoutte. When you have cylinder shapes work with side numbers that can be easily…
That looks pretty damn good Ryan. One thing I might suggest since the max settings there are making the shadowed areas look a bit "high passed" (ie. lacking natural saturation), would be a slider for "resaturating" the removed shadows, maybe it could take an average of the nearby pixel colours or something and tint the…
I did FX once for a game. Once you get into the rhythm, create most of your texture library, learn the tools and tech, It took me about 1-2 day to do the actual Effect. Then I was asked to optimize them to help the frame-rate on a near-daily basis. :/ Yeaahhh.. can you reduce the particle count to under 2000? Yeahhh... you…
i have been making a few modification as some of you told me http://jimmypereira.weebly.com/index.html 1-removed the vynil designed resume and made a new one ( with some grammar error for sure ) the PDF CV is diferent than the one on the website, is it bad? should i remove the yellow color ? 2- removed both 2D and sculpt…
I am not sure what to think of this guy. He removed the game but there are still adds on the games already downloaded that he makes money from. So basically he has all of the benefits without any of the backlash. For him that is great but I think he could have handled the fame a bit better. I am sure that removing the game…
Having a light shining on AO doesnt actually remove the AO. The AO is still there, but you just cant see it because the directional light is lighting up the surface, and therefore removing the effect of the AO from that area. Afaik AO and diffuse/specular lighting are done in seperate passes, so there is no way to remove…
Added and removed some steps in my modeling/baking workflow : - Added Crazybump pass : generate edge highlight/cavity from normal map - Added Topgun step : Build low poly mesh from scratch and avoid using decimation tools. - Added cage optimization for flawless bakes. - Removed : Cavity map baking (minus 20min of bake time…
I would remove all of the rivets you have modeled and let them be described by your normal map. You have to let your normal map do the talking. Also remove those TINY edgeloops that are very close together. The normal map will describe that area. After you have removed all of those, convert your saved tris into more sides…