No problem, pretty much all the effects generated by SP derive their info from curvature/AO/position/etc. To get the full benefits of using SM you should bake all maps(thickness only if needed for specific effect) for each texture set.
Nice trailer! I think it is sad that the IP has already been used by someone else. I hope the original Warhammer and 40K guys are seeing some royalties or at least more sales of the figures because of all that. - Oh yeah, and the Tyrannid (sp?) rock
Hi, trying to practice in creating modular assets, any feedback would be very helpful Refrence from https://www.artstation.com/artwork/voOO6 . Really cool works Maya-->Zbrush-->SP-->UE4 16,5k tris Final render: All assets in one 4k texture, 5.12px/unit: assets:
Hey guys, I want to share with you my latest piece of work. Ive been experimenting with a lot of new features inside SP and i think they worked very well for this project. Let me know what you guys think. Thanks
Here's an example from my own work. This is the exact same game level, just tweaking the camera angle and materials and color grading to get different "looks". It's actually a ton of fun doing this, because all the content is made already. It's just putting a fun spin on it all to come up with something nice to look at.…
Long time no see! Well, I finished only base mesh during the holidays. But it was not the easy one. So, from this model, I will create high poly and low poly with UVs, then bake it, and add some details in SP, like text and ornament.
Hi all! Just finished modeling this 2 days ago, now it's time to UV it and take to SP, so will be back soon with the final model. But until then, what do you guys think? Feedback is much appreciated! https://www.artstation.com/artwork/L2EW4v
Just played the demo for a bit. Ran like butter on my system at full rez on "hardcore" and "advanced" which is I'm guessing the middle and top tier graphics. Looked pretty good. I dislike multi though, so I'll wait for the SP.
You are right, this solves the issue. Thx! Just to note that the dilation here is the padding between UV shells, I have to set it to around 8px (assuming a 2K texture map). And SP by default will export textures with infinite dilation for reasons mentioned above.
Service packs are key for Max 9, I could've told you that before you started: Vista came out after Max 9, so they fixed compatibility with an SP. Transparent thing might be videocard drivers. Maybe try OpenGL mode ?