Looks cool for sure although the platform requirements would worry me a bit (e.g. no Mac version at all?). But for retopo or generally working on top of a 'live' surface the shrinkwrap modifier in combination with vertex groups and standard modelling tools is a very workable solution IMO.
Tbh they don't look that great close up. The bricks are basically exactly the same nodes, only now I'm looking for how to change them up a bit. I am considering making a moss texture that I can use to vertex paint with in UE4.
What i though i could to do is using the vertex paint method to help me paint over some of the brick work with the low tinted grey, as shown behind matt murddock. " with a fairly high roughness value applied those areas as well "
If you want to know more about the technical reasons why it works the way it does I suggest reading this thread: http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts
True but I added the support loops to try and get rid of the errors, I get the same results without the support loops. On the original model, the side table, I want to avoid adding support loops (on the legs and frame) as it will almost triple the vertex count.
Reverse the normals on your hair cards, then set normals to face to reset them just to fully reset them. Then try transfer attributes again. This is because the face normal can point one way while the vertex normal can point the other way.
Might call this done for now, would still appreciate any C&C's for next time :) Well done everyone and thanks @Gruckel for all the great feedback! Here it is in UE4, where I am working on breaking up the tiling with some vertex painting:
From what I've seen Polybrush, which allows you to work on any mesh. That's in beta though, and it'll cost money to get into. Here's the link: http://forum.unity3d.com/threads/polybrush-mesh-sculpting-texture-blending-and-vertex-painting-for-any-mesh.381884/
Is Cryengine using mikktspace? If so you can set all your vertex/surface normals to averaged, and apply a single smoothing group. Allow Substance/CryE to compute the normals on import. This will be a synced workflow. But that is only if CryE uses mikkt space as a tangent basis.
@musashidan So if I would bake a low poly mesh with the per vertex on. I would bake a World space, AO, Curv, Position, Thickness only correct? I think I just need a mentor lol. I've hit a road block.