My guess his advice goes to cage model rather than low poly itself. Or it may work when you bake world space normal map to be re-baked into tangent space in a separate pass . Especially when you use some 3d party renderer that is not directly supported in package bake tool. For world space normals the actual shape of low…
Tried putting the multiplier at 9999 and the emissive surface has a nit value of over 550 but the surfaces adjacent don't seem to be inheriting much light reading around 1 nit right against the light source. I've been switching between the mobility types and baking lighting but it looks as if the emissive surface is just…
you've got access to insights and gpu capture tools in unreal - you can also get things like renderdoc working so analysing a capture is easy enough. there is also the potential for branching to cause the gpu to stall while doing on demand shader compilation - not sure how bad the issue is on current unreal versions…
Check out how I'm getting rid of my beveled corners. Notice the blue edges leading away from a beveled corner. Also, notice how I can reduce 3 edges to 1 (red lines). If someone showed a high poly hard surface on their portfolio, I would expect them to use proper topology like this. Also, that spherical part of your hard…
Normal maps are for video games or realtime rendering, they require more memory (color RGB image vs black and white) but less processing because the gpu does not need to calculate the surface normals, it just have to read them from the texture. With a bump map or black and white image, the render or gpu has to figure out…
looks nice. as been said, more weathering and tear where the damage is, and maybe a little bit more overall dirt and color variation. I think your normal map has to much gradients on it, the larger surfaces especially. Correct me if Im wrong here but I actually think it is a little bit un-optimized to have those kind of…
If you're using blender, one good way to get the fine edges and clean surfaces is to use subdivision surface modeling. At least that's what they call it in blender. A good tutorial is at the blender cookie website. It's called "creating an Axe" and shows some of the methods pretty good. I'm sure that the other 3d packages…
Tiny scratches on the surface usually don't need to be in the normalmap. Surface normal needs at least one pixel on each side of a normal scratch and more if you want to have a realistic shallow surface scratch. Often it makes more sense to have those scratches just in diffuse/specular and related maps, because this way a…
It can be, yes. There's a lot of little inaccuracies you can get away with when baking organic stuff, that will stick out and look bad when you bake hard surface stuff. It honestly depends on a lot of factors, but the main things (in my opinion) are 1. The angle of projection - if your low poly or projection mesh (cage) is…
Today I managed to create a reasonably decent plant cellular material. This is a good step in the right direction towards a scientifically accurate surface. It tiles without repetition but I can improve that further. The little details of cellular structures in plants can vary a lot between species so this will be one of…