good call about compression settings eric. i was pointed to this: http://oliverm-h.blogspot.de/2014/03/ue4-quick-tip-dxt1dxt5-normal-maps.html seems i need to come up with a name for my method quickly so it can be credited properly in some soon (...) to be shipped game. ;)
Hi sventizzle, Thanks for your reply ! I wanted to let the UVs in the good rotation, in order to be able to quickly edit it on photoshop if needed, but since the work is finished, I can rotate my UVs as I want. So, I finally made my UV set as you said.
Hey guys, I have a current WIP that's coming together. There's still a lot I want to add / change, but I need to start getting feedback! Time is quickly running out. If you have any suggestions, please let me know how I can improve! Thanks.
Hey man. I can feel where you're heading, but you've jumped way too high in subdivisions too quickly. Check out fisher's timelapses. You can see it starts to feel like it fits in the world while 10k~ polys. https://www.youtube.com/watch?v=RJpRyOPBUYE
Performance wise, once you start adding multiple dynamic lights, the FPS drop very quickly. UDK is designed to rely on lightpmaps for most of the lighting. The dynamic lights in CE3 look better than the dynamic lighting in UDK (they are pretty on par baked in UDK vs real time CE3).
on a more serious note, this is taken from this thread one thing i would say though, is to actually have a crack at modeling and even animating one of your concepts. you'll quickly come to realise the things that do and don't work in final production, and that will make you a better concept artist.
You need to get this image uploading issue resolved immediately. We can't help you unless we can quickly and easily see your images. Below is an image I uploaded using the method it explains. It's free, quick and shows the image in the post without the need for a link to click on.
For game assets production Modo offers a very complete bake system. I tend to bake everything in it, and then use the results either in substance painter or UE4/Unity. Also, for product design Modo 11 has optimized meshops procedural booleans which is an awesome way to design stuff quickly. :)
Marmoset is great for quickly checking if normals are working correctly/ textures are cohesive in hue/saturation but aside from that UDK will change the look almost completely...in any case...maybe the lightmap?? Can you post a shot of the assets in Marmoset to so we can see what look you are after?
Thanks. I actually just discovered the alpha tiling method with dragrect after I posted but was using some photo souce for the depression which probably isnt as good as quality as rendering. Could you quickly explain how I render out the modelled depression to an alpha? Thanks alot