A quick question: When dealing with a bevel model, if I don't add additional edge loops, I often find the model show some shading problem after triangulation (see bottom right model). But I am baking from a high, the end result seem to be the same. Thin triangles is unavoidable, so is the shading problem on low (before…
I guess it's yet another one of those noob normal map threads, but I've read through most of them and can't seem to get mine solved. So excuse me if the cause will turn out to be too trivial. This is what I see in the UE4 viewport, you can also tell the light direction from the directional light actor: : This is the…
As shown in the attachment . (The Reference image used is for only learning purpose only ) step 1 . using shade smooth and edge split but couldn't achieve details step 2. applying subdivision modifier over the mesh is making it overall smooth loosing all the details step 3.adding edge loops to make edges sharpen but it is…
You’re a clinical psychologist in a crumbling Eastern European port city. Your job? Listen. Diagnose. Help. Your problem? One by one, your patients are getting caught up in a series of murders. Some will lie to you. Some will beg you for help. Some won’t make it to their next session. And the deeper you dig, the more you…
Unity Standard shader apparently is supposed to be very efficient, it disables unused attributes automatically. They talk about this on the Unity blog. The trick with mobile though is usually fillrate. They recommend to use their Mobile shaders. I bet PBR is too expensive for mobile GPUs. Test it out and see! Some great…
I across some bugs that I can not solve. can anyone help me ?I have these bugs in version 3 and version 3.01.I export high poly from 3ds max. ~ 3million polygons. using the OBJ format.I see it in all the ways of lighting. And any materials setting see the pictures:1) If I copy the object and move it, the object is lost…
Nice! What does the texture sheet look like? Is it just the color map or are there other maps? What texture resolution? I feel like there could be more material differentiation, wood vs leather vs metal. Right now they all have similar shading detail. But you could push the wood cracks & knots, vs. leather wrinkles &…
So thought i share how the render come along. Now here is how it turned out and I will say I already got some feedback and will fix it but thought i see what else I could get. This is feedback i got. "can see you have used a grungy, much more yellow saturated texture for the teeth. I can see some height values taking…
I'm trying to incorporate simplygon into my workflow for Skyrim asset LODs. Starting with a mesh using a tiled rock texture, I'm running Simplygon to generate a tri reduction and bake a new LOD texture including the diffuse and normal map. I think the problem is basically that UV islands, and so hard edges, are appearing…
Hello, I just recently got a model imported into substance painter and i'm having issues with the shading on the model. I'm new to substance painter so i'm not sure if its an issue with importing or if its an issue with the export from maya. When i apply the normal map to the low poly in maya it looks like which is totally…