Does anyone know whether hard edges made with vertex normals are faster in Source than just cutting the geometry at the said edge? The latter would be much, much faster and easier to do in my current workflow, but I'd like to know whether that has any price in performance. (I heard that sometimes engines just cut up the…
If you are going to keep those edges hard, you should cut the UVs along the hard edges and give them some space. https://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts
problem is luke if you select each colour with the magic wand you get horrible ragged edges. is there a better way to select your colours and get clean edges like the alpha channel does? select by colour range still gives me slightly weird edges
If I understand correctly, that's not exactly it. When they say 'flatshaded', it means there's a break in normals on every edge, and therefore a different smoothing group on either side of said edge (hard edges make more sense in terms of communicating what they do clearly, but they're the same as smoothing groups).
It kind of looks like a base for a wood texture. You need to introduce bevels to it. The edge scratches look too uniform and the cracks look too smooth and same size. Try to roughen em up. Paint in highlights on one side of the edge, and darker on the other side of the edge.
Hi everyone, I'm currently working on a puzzle game project in Unreal Engine 5, but I’ve hit a wall regarding the overall look of my environments. I have three main areas I'm working on: * The Lobby * Egg Puzzle Room * Water Puzzle Room * 4. Puzzle Technically the gameplay works, but visually the scenes feel "flat" and…
"Chicom" type 56 SKS: Instantly recognized this weapon (didn't have to image search here) because I owned one during a stint in the forces waaay back in the day ...most of us had their favorite playtime weekender locked in the armory for 'yippy' shoots down at the brigade range so fairly knowledgeable handling it. At a…
Thanks mrklaes 'A really promising start James' What a joker hahaha. Yeah I totally get what you mean with the crystals, would be better if they were a bit edgy or you could see more of an edge, the gloss map did a good job of that but only when moving the light around. Yeah the blade again was a hard thing to convey, I…
Overall, the edges seem far too sharp - especially if you want to express age and/or decay. Also, the canal seems too narrow - it's doubtful that a pair of barges could even pass each other. Most canals have a tow path on each side wide enough for a team of horses/mules/oxen. Small craft (e.g. the gondolas of Venice) can…
Have you actually used booleans to cut shapes in that mesh? I'd suggest removing some connected edges and then turning them or reconnecting them in a more effective way, e.g. I could be totally wrong though, and there's a high chance it doesn't even have any effect; I'm a total newb to environment modeling. Which…