Wow, thanks for sharing. I remember having to avoid POW when writing shaders for a mobile game, just using ADD/SUB/MULT but my blends ended up being much more fiddly and hard to finesse. Nice technique.
Hello! I’m Joaquín, a 3D Artist with 8 years of experience working in the game industry. I specialize in environment and prop creation. I’ve primarily worked in realistic Sci-Fi Unity games but i've also been employed for stylized/lowpoly work. I am available and looking for remote work. I’m open to work in part-time,…
This actually has been helpful and something to keep in mind. I will say I been following a tutorial that was to also help me get use to the add on of hard op and boxcutter so was following how they did it but this is quite helpful info. I'll see about these issue. Thank you
Hi! If the question is "split UVs at hard edges?", the answer is yes, UVs must be split at hard edges. But edges at UVs split don't need to be hard. A search should bring up a few more threads on this topic. Depending on the mesh, if each face had its own UV shell, it would foremost be a waste of texture space due to the…
its quite hard to follow what's going on in the video to be honest i dont think you have much choice but to chuck some breakpoints in the BPs and identify which test is failing - it's probably a lot easier when there aren't 50 NPCs trying to do it all at once
Hi! Not at computer right now, but a common mistake is UVs not being split at hard edges. Hard edges are useful at steep angles to control the lowpolys shading - a smooth curvature wouldn't qualify for hard edges (but can still have a UVs split). Your post is missing images of the lowpolys shading and UV layout, so hard to…
You might have to tweak both, high and low. But it's a bit hard to get the full context from the images shared. With unwanted projections from adjacent geometry, I'd look into Painters "match by name".
wife is right, it's a big wow, besides just the pleasant look of it, it looks like a product image of a toy like you can reach out and touch it. I think that's a very appealing look for that genre oh you asked for critique. hard to come up with anything, but maybe the floorboards going perpendicular to the cabinet panels…