Planes are very cheap. They're just 2 triangles. The goal is to pack as many leaves in a square so they cover space more evenly. I once tried it for grass and only ended up with a huge polycount because the texture literally contained just 4 blades of grass. Add 8-16 and you can get away with less geometry while having…
Thank you for your time. The test render that I've attached contains about 20 lights, but the real scene with the station will contain a lot more. All lights will however not be visible at the same time, and it might look something like the test render. I'm not too familiar with render layers, but I do suspect that it…
I've put together a simple website for this project. I should of course have done that much earlier, but never got round to doing it. It probably doesn't contain too much new information for frequent users of the Outliner, but you might be interested in checking out the "Tips & Tricks" page. This contains a list of some…
Here's some of the reference I'm using for the jeep....more so the canister on the back. they both have 3 handles actually....for whatever reason. I have a couple more that have two handles. I just thought it'd look more visually interesting to go with the two handled container. As far as the "x" goes...yeah it was a pain.…
Yes, try it! It's really nifty and saves a lot of time in the early process. You can re-export any mesh from Unreal to any 3d package. When you're in Unreal, just select all the mesh you want to re-export and go in File/Export/Selected only, and export as either .stl or .obj. Then import it in your 3d software, most of…
I guess you must not save in the automatic package created with the blank map, try instead to create your own packages. By the way, most of the time you don't use the map package (which contain the lightmaps and other stuffs) but you use an external package for you datas. You can only use the map contain your stuffs only…
You need much more detail in your Microsurface map. Diffuse used to contain a lot of the detail, but that's been replaced by Albedo - which should only contain colour. Normal and Ambient Occlusion (have you baked an AO as well?) are the same. Your metalness looks fine - it's just black/white essentially with some grey…
This Is not really true.. The important thing to understand is how you visualize all these textures: Through a shaded 3d view. And our pbr shader interprets each channel a different way: - the maps containing color/lighting information (basecolor, diffuse, specular) are interpreted as sRGB and are consequently linearized…
That's an issue with the OBJ format. The Maya OBJ exporter should create a .MTL file, which is a text file describing the material. Sometimes MTL creation is an option in the export dialog, and not always enabled. However the MTL material description is very limited, and may not contain a normal map. OBJ/MTL are very old…