Have to say that lowpoly is looking pretty janky, which is why xnormal might not have liked your UV's. You seem to be having a big problem with overlapping rays. Retopo manually. Don't rush things and use 3d coat for retopo especially for hard surface, it can be fine for organic objects but this bad topology and bake…
Have a look at the wiki page on normal map baking (the rest is a good read too). http://wiki.polycount.net/Normal_Map#Baking Basically the problem is, as you can see from your test bake on a plane, it's tracing from the lowpoly to the highpoly in a straight line because the plane is a flat surface. However your lowpoly…
Sounds like you're asking for texture projection. You can do that with a light in UDK, but if you want to do it in shader it.. may or may not be doable. I think it is but I haven't developed a node structure for it yet. For something similar, but not quite, specify the vector3 in worlspace. hook up a world to tangent…
Hey, thanks for posting the problem. I forgot to compensate the ambient light for pre-multiplied-alpha in maya. If you want to fix it yourself locally, then you can: Enable Advanced Mode Go into traditional game surface shader Go into "InsideLightLoop" grp Find the node "AmbientLightAndAO" Create a "Multiply" node Connect…
Again, for most games fill rate woes from transparency overdraw is a bigger problem than dropping your instanced bush prop from 500 tris to 300. This kind of stuff is just excessive optimization because of the things that Pior and Xoliul mentioned. Each additional vertex in a contiguous surface is cheaper to draw than the…
This is such an interesting thread for me because I have almost exactly the same issue. The way I got around the whole not being motivated to work in the evenings was to get a Surface Pro. I find that on the way home on the train it allows me to work on stuff (when I can get a seat that is) and because I can work on it…
As someone who is going almost crazy with perfecting topology on hard surface models, I'd say, go for Max in that particular aspect. I started with Maya and am now partly shifting towards Max. It has so many more tools and 'sliders' for stuff. People always say that you can be good in either of them and it really bugs me.…
Sampling refers to the process of looking up the color information on a texture according to the uv coordinates of a given point on the mesh surface. When you render a mesh, the renderer looks up what mesh and what point on the surface of the mesh is visible in the pixel and finds the corresponding point on the texture,…
that lava looks amazing. :o Carbon fiber needs anisotropic. Each string of the fabric is made out of many tiny filaments. The Albedo is completely black (pure carbon). All the information comes from the reflecting light, roughness and anisotropic. Also there should be no normalmap information on it, because parts are…
hey man, very cool. I think this is pretty well done! I think what it needs right now is a lot more conrast between it's big shapes. right now everything is pretty much the same value and saturation level. you might want to saturate the cloth a lot more, so that it stand out from the other bits. also, the material on the…