hello everyone, i'm new to UE4, currently having export-import problems from Maya 2014 to UE4: in Maya, the character geometry isn't a single mesh geo, but consists of lots of geo fragments like this hierarchy: * Geo_Mesh_group * geo_group01 * geo01a * geo01b * geo02 * geo03 * geo04 * geo_group02 * 80 geos * geo05 * geo06…
looking really cool! seems quite dark though and a lot of the shapes are getting lost in the background. the renders would really benefit from some rim lighting.
Modeling: Maya Texturing: Substance Rendering: Marmoset Introduction: It's an in-school art test that I got from my modeling class. I'd like to get more advice to improve this model before I put it in my portforlio. Thank you! Reference: Artwork:
@Frankie and Zwebbie, AFAIK, a distance of 0 is indeed infinite. If you have a well set up LP mesh, you should never really need to touch bias or distance, and most of the time I leave them at 0 and 0 and get perfectly good results. It's only in very rare cases (like this) where I have needed to change the bias. This is…
A common advice for game art is to never bother with an ATI card. As for certified cards, from what I heard they are mostly for heavy archviz models (unoptimized geo and odd textures). For game art it would make more sense to get a rather recent gaming card. Therefore a safe bet would be to opt for last year's Nvidia.
turpedo: thanks man your exactly right too, i somehow need to get that whole lighting thing down much better than ive got it here! Ill try to enhance the shapes a bit more next time, they doo look a bit flat dont they.. damn! wizo: thanks man, you could be right the chest maybe a bit small as well! mimp: Thanks man and…
Woo! go away for a short holiday (mmmmm seafood and spa's) and get back to a heap of cool links and info - thanks guys, really appreciate it Eric: again, thanks for the info -- I've had a hell of a time getting my head around the different transforms to re-normalise the tangents, but yah, no such luck fixing that original…
In a nutshell! ( except I bet it could be done at even $1300 every 2 years! ) With multitasking, rendering, baking... Everyday I suffer with what technology I have. But thankfully, compared to prices I was paying 15 years ago everything is an amazing value! No matter how frustrating computing power is I never have the…
So with a synced baking workflow, you wouldn't really need to split the normals where the metal rims are. Here's how I would most likely go about placing my UV seams/hard edges (split normals). Personally I would also give the rims a slight angle to help with the normal map bake. Adding more geo shouldn't be necessary,…