@Vig: I didn't mirror the grass. The grass is just a single triangular shape made from 2d splines (converted to poly> bend modifier to 60 degree> collapse all) with a 2 sided green material applied. The grass object is then applied as a scatter object over the plane. When you add the light this black patch appears as the…
Here are some progress screens, had fun making the house using "modular" pieces, now to figure out the roof. I was thinking that the roof tiles would be instanced meshes in unreal, is that a good idea? Been actually experimenting in unreal engine, testing the lightmaps, I'm getting seams and been reading up but I cant help…
There are alot've conflictying points of view in the thread, I figured I'd edit my post after reading it all. Every successful applicant has done 1 thing right: They have addressed a 'need' of the studio they are applying to and appeared to be able to fill that need. If you want to close the gap quickly between seeking a…
Hi, it is quite robust. However there are exceptions, though deleting and attaching meshparts should work fine most of the time. The safest way to transfer the weighting in your case, would be to use the Skinwrap modifier or the Skin-utilities. With Skinwrap you can bind your new mesh to the old skinned one without needing…
Zbrush uses "uv matching" method while Marmoset, Substance Painter, Xnormal, and other bakers uses ray tracing. This means that the smoothing of the lowpoly is taken into account when you bake using ray tracing, while the uv matching method ignores the target mesh smoothing and therefore its shading. This can result in…
Don't try and assess the quality of your normal map by applying it as a diffuse texture. Apply it as a normal map, as it should be, and check that it looks the way you want it. Your example where you say the big greenish patch at the edge of your blade (on the soft edge mesh) is ugly/wrong... that's actually how the normal…
The point was to illustrate how textures are spacially mapped, rather than on the screen. It's also not just about textel density, its also about your time. Modularity takes time to plan and skill to achieve seamlessly. Sometimes its just easier to have proper unrestricted tools, but also a lot of times its easier to do…
'The traditional workflow' doesn't mean anything. I ignored that entire paragraph of your post because it was just nonsense. A synced (and not synched) workflow just means your baker and target rendering engine use the same way to encode/decode normalmaps. This has happened since normalmaps were first around (doom3 came…
I've heard this argument before and it's seems very myopic. The reason that they refuse to do it is because they can't afford to cover the whole fragmented market and keep control over the distribution of the software. Were they to offer the source code publicly, independent developers could adapt the software to other…
I think you have a good point, ComradeJ...about most of the target audience for Wii Fit and Brain Age probably not even being informed of what E3 is. However, the flip side to that..is with this new target audience reading about Nintendo news...they catch wind of E3 and then become a part of it (perhaps next year). Sorta…