In that case, consider dropping the car and going with an aligned organic selection of work, since your OP alluded to a bias toward character art which in turn, will cull any sense of ambiguity for those reviewing perspective candidates during an application process.
I refuse to watch that documentary because whilst video games don't cause me to become violent, Ironically it's these bias documentaries that cause me to become angry. (I know it's about addiction, but I'm guaranteeing that it will divert into video game violence.)
It looks like they are, there's a spot showing near the center-upper lip but it's z-fighting with your reference mesh. At the top of the window, try raising your Z-Bias and/or your Additional extrusion. You can turn them back down later.
Have you tried setting the LOD Bias from 0 down to -1 or -2? This should display the highest mip level of the texture in the editor and solve the issue you're seeing. That setting can be found right next to the texture group settings!
I plan on attending. I wonder why no one from Gearbox made a thread about this? Their Victory Party for BIA/Samba was fun!! I expect this one to be as well! Are you going to need a VIP pass to get free drinks like before? Can I get one? :poly121: Borderlands will be there and fully playable...…
I'm curious in general what are or were the biggest issues that each of you faced learning game dev? An example, I remember it taking me way to long as an artist to fully understand normal maps. Direct x versus opengl, matched tangent bias etc.
So I got my textures to a place I was pretty happy with in the Quixel suite: Exporting the textures and hooking them up in Unreal, though, a lot of the definition (both form and material) is gone: Any tips on how to fix this? Is a matter of normal bias, or lighting, or something else? Thanks in advance!
Well if you've no bias software wise, might I suggest Architect3D, a dedicated archviz package fully implemented with those features bundled in popular 3D programs i.e Maya, 3dsMax, C4D, Blender...etc and a tutorial library can be found at MyArchitect3D.com
Hmm if your sure it's the mesh normals then try putting in the mesh from 3ds max into unreal before it goes through speedtree just to troubleshoot that a little. In speed tree make sure your 'normal bias' option is set to 1 that should help if it's not
Looking good! I made a simplified version of this too, on mine I'm using a secondary texture other than the floor heightmap to break up the painting a bit (the water bias texture): I see that you even added ripples and such! I'd love to see a breakdown of yours :)