Hey everyone, I've spent the last few good hours researching lightmaps for UE4. I have found some useful info such as: 1) UE4's compression algorithm for lightmaps is using a 2 pixel border for interpolation so you need padding... 2) Your islands should be (as much as possible) be perfectly aligned on the grid. 3) For…
Hi Polycount Community :] Sorry in advance for my awful english, I'm a frog :poly136: I try to have some decent results while generating lightmaps with 3ds max via Vray. First I tried without hlsl shader. The final RT engine (virtools) has some basic blend modes. I used the multiply mode, but then, lightmaps only darken…
Hi guys, so I'm tip-toeing more and more into PBR and reading the resources on the wiki (love the bible <3 ) and I'm trying to get my head around gamma correction and a linear workflow. I understand that when an image is shot via camera, what it actually shoots and what is on display is different due to the gamma…
Hi! I applied to a game development school earlier this year (The Game Assembly) as a game artist, and it didn't go great! (Original spot in the reserve que was 138! Ouch!) My plan is to now spend the next year improving, and applying again next spring. but I'd love some critique. I have an inkling that I was rejected due…
Hello! I have a problem with gradient from procedural layers. It doesn't work. When I am creating this layer I have an ERROR (Error: CPR ERROR: 000|#include <metal_stdlib> ). Marmoset Toolbag 4 v.4.02 (4020), macOS Big Sur 11.2.3 Message from console when I am creating procedural gradient: CPR ERROR: Compilation failed:…
I would suggest a Nikon D90. Im not sure if its within your price range where you are but here in Sweden they are getting really fordable now. I use that camera and I think it's great. You can also bump up the ISO without getting too much annoying grain. The lens depends on what you are taking photos of. The original kit…
No fighting all yours, I just couldn't follow It as It was posted around page 108. So I wanted It to be as straight forward as possible :) that is all I did, also the 108 had some things missing that you had to stumble upon like if you only just extracted the dota 2 test content I found I had missing parts like no map…
Hey Phil, Chris. I am really sorry that my turnaround on 1.9 has been slower than usual, and that you've both have been left hanging with 1.8 bugs. I always try to have builds out every 2-3 weeks tops, often faster, but this month has been extra heavy. I understand your growing frustration as weeks have passed without a…
for just a model with triangle faces and a UV map (what most formats carry) all you need:* vertex array (3 elements: each holding x,y,z positions) * face array (3 elements: each pointing to the index of the vertex array of that vertex) * uvVertex array (same as vertex, holds U & V coordinates of the UV verts) * uvFace…
Here is a tut I did for someone a while back... This should explain it a little more straight forward than those links. "A. I traced out your little emblem. Black goes in... White will pop out... B. I used the Xnormal Filters to covert this black and white image into normal information. You get this when you download…