Baking 8 bit normal maps has never been a good idea Unless the engine you're targeting is very silly indeed you want to be feeding it 16bit textures for everything (outside of special cases where you want 32bit) - UE5 support for 16bit color maps is acceptable (vs the abortion it was in UE4) so there's no excuse there :)
I will :) Because we are now sort of getting some where! Ok so I have 2 tests, one is this building made up of tiny objects so lets say 6 different types of them that are instanced to form one building. These objects all contain the same 1024x2048 texture and I did some "Smart UV Mapping" to make them all fit together and…
Reviving this thread zombie to recommend a little gem i read through recently, "101 Things I learned in Architecture School" by a certain Mattew Fredericks ([ame="https://www.amazon.com/101-Things-Learned-Architecture-School/dp/0262062666"]Amazon.com: 101 Things I Learned in Architecture School (9780262062664): Matthew…
well if its an rts I assume the units are rather small ? think of average pixel area your unit will take on the screen and what your "targeted" screenres is (like 1200x1k..) it makes no sense that your textures are much bigger than the number of pixels they normally use on the screen. and about graphics, I wouldnt worry so…
Sorry about that. I thought it's best I be brief and straight to the point at first. I've been working on a team project for 3 months, the programmer and I (artist) have been looking into the technicalities for a while now. Without flooding the thread with 3 months worth of links, here's what we've learned so far A base…
The following is what I did to get this to work. 1. Scaled low poly up 1000% in vertex mode. 2. Scaled high poly up 1000% in vertex mode. 3. Deleted "bottom" out of low poly head as it was causing issues with subdivision in Mudbox. 4. Merged the chest area back to the rest of the low poly head. 5. Un-mirrored the mouth UVs…
Hello animators! Wanna ask a little of your help on some issue i got with character animation. The thing is i'm trying to copy a keyframe that contains character's limb's both move and rotation information on a timeline, but freshly duplicated frame only contains rotation information, limb isn't moving! Meanwile if i move…
We need a demo to show the immersive nature of virtual reality to potential investors as most people have never even tried on an Oculus Rift headset. The demo just needs to allow the player to stand in the middle of a 2-meter-wide bicycle style path that winds through a richly detailed forest with beautiful lighting.…
I've been building a wrapper around the Arnold RTT tools so they aren't shit but I'm struggling a bit with normals. I'm not very familiar with Arnold so may be missing something but I don't seem to be able to bake normals into the tangent space of my target bake mesh. The aiUtility node gives me world space normals which…
Thanks for info poopipe. I tried that idea to work in target resolution without downscaling at final export but always got kind of low res result , a rough looking details . When you have pebbles of just a few pixels or 2 pixel wide scratches /dents in target resolution they always look better when downscaled at export .…