wow awesome work Snefer I got a question for you is it safe to say that your texture is size pixel by poly meaning that a 128 by 512 texture is attached to a 128 by 512 poly mesh?
agreed. Which is why you are maybe having to look at it an extreme angle to see the reflections. A flat normal map color is 128, 128, 255. Could you display your normal for us?
Playing on a 5/7 yr old pc, when i had time to game, luckily got into a tribe of one of the pve servers. But before that was on pvp and held my own freaking epic-ally i have to say, did however watch a lot of vids before taking the plunge, I made a two floor box with in a box with spikes surrounding it with a trick way to…
Sorry, it's me and the kids today, so I didn't get to it till a few minutes ago. This should get you started. Just make sure you replace my KActor with one of your own. When you swipe up it will jump. Copy and paste this into Kismet. Begin Object Class=SeqVar_Object Name=SeqVar_Object_2 ObjValue=KActor'KActor_0'…
Asterix in low poly (first post ever here because the number of tris is >500 ^____^) tris: 1128 tex: 256*256 + 128*128 @ThatDon and Bryan Cavett : in love of your street fighters busts!
Well depending on your system specs, 12m isnt really that big of a deal. Maybe in zbrush? I dont think you'de have too many problems rendering normals in XN for example with a 12m mesh.
hi... newest version of quixel suite is 1.6! but we should to update it to 1.6! please put it Separate.installer with newest version! so now what should i do?! thanks
I think the problem is caused by white background in normal map, probably caused by alpha. Those white stripes on dilated edges give those shading problems, 127 127 255 color background may fix this.