if your objects already come with per vertex shading then the hit comes at the seams/hard edge as that requires another set of verts at the seam in the engine (which would also occur with a mapping seam btw) so the overall hit is usually quite small but it's worthy of consideration.
Hello everyone. Please help me solve the problem. I think Marmoset is broken or I did something wrong. I needed to replace a small detail on the UV set. I deleted the old mesh, added a new one (LP and HP), manually placed islands on the UV set in place of the old islans, baked the Normal map, and noticed that the new mesh…
Slow progress recently but I've finished up the Highpoly and unwrapped it. I've still got split it up as two different texture sets and then I can normalize the texel density. As you may have noticed its all over the place.
that looks pretty rough :( My feeling is that it has to be a bug rather than a wrong setting so i'm hoping it'll come out in the wash. I've not checked whether it's improved on 5.4 as i don't have the emotional strength for another engine bump at the moment
Wish I would have figured this out sooner. Here's a simple way to make a walk cycle that doesn't require mirroring and will work with any rig and doesn't require plugins:* key walk cycle on one leg * set curves to infinity cycle * select keys in graph editor → copy * paste keys to opposite control * ensure pasted key curve…
Hi. Yep, I've been playing around with those settings too. :) Since setting it to Dither it has made a world of difference, but these are the Anisotropy and Subsurface settings I have at the moment and how it's currently looking:
the first thing to double check is in the export settings. I dont remember from memory but i think there is a checkbox specific for skin weights. You can start by just resetting the export settings to default and that should work, but if not just open up the documentation for them and use ctrl+f to search around for "skin…
Hey Polycounters, long time without posting here, so this is going to be a long post. The game Last Epoch was launched recently on steam and I had the pleasure to work on many gear sets for the main characters, and still working as 3D Lead for our talented 3D team at Eleventh Hour Games. :) So here I am posting the models…
Here's an example map rotation config, from Generations Q3 <font class="small">Code:</font><hr /><pre>set g_gametype 0 set d1 "map genstart2; set nextmap vstr d2 set d2 "map gen-q1dm1 ; set nextmap vstr d3" set d3 "map gen-q2dm1; set nextmap vstr d4" set d4 "map pro-q3tourney2 ; set nextmap vstr d5" set d5 "map gen-q2dm2 ;…