Hi Jeremie, thanks for your response. I think I got much similar results in term of roughness by setting the height to 1 in both apps. Unfortunately, I still don't get the parallax effect in sp, even though I enabled the Parallax Occlusion Mapping option.
tnx blackula snowfly , looking good so far. Maybe tone down the background a bit so the foreground will become more clear in the overall picture. did a SP for the conceptart Selfportrait day (PS crashed on me in the end :( but i managed to recover most of what i had
I haven't yet, but I am moving into a more R&D role here at work that will allow me time to go crazy testing those things. So I expect to know very soon. I would ASSume that SD and SP are identical, but that may be a poor assumption.
Added some textures on top of it with some gradients and corrections in SP, definetely really fun to do. Removed the wrapping. I still have some darker spot in the textures that I'll need to remove, but I'd love to have more feedback! Thank you and have a nice day :D
In the UV editor you can use 'Seams from Islands', then select the seams and mark them as sharp edges. As to your issue I baked Blender files in SP in about every possible configuration and never had any such problems, make sure your UVs are fine themself.
So, when i'm publishing my material in SD to SP, i've noticed for some reason my outputed AO is not a part of the texture. Am i doing something far? As far as i know, i've made it RGB and Selected AO. Exporting it in UE4 i have no AO or metallic in the maps.
Hi, This is something I never quite understand: why are there both Alpha stamps and Hard Surface "normal" stamps in SP? Both can be procedural as far as I know, so besides the difference in channel, when would I want to use normal stamps over alpha stamps? Thx!
My first experiment integrating my own textured mesh with FX! Definitely not the most polished model but I was eager to see all of the parts come together. Now that I understand the foundations, I'm looking forward to reworking this and comparing the two! Maya, SP, and Unreal's Niagara.
Just a suspicion: Even if there are no visible seams in the low-poly's UVs, did you check if the edges producing the normal lines are actually merged in the UV layout and not parts of separate islands? Also, when baking the normals inside SP, have you tried modifying the dilation width?
thanks suprore. here's a symmskribble (sp?), the little program that was all the rage in the sketch thread, that i never posted. have at it! and here's DeathKitten's catlady. DK, you better not be a furry, because I think that might make me a furry by extension of doing this tag DeathKitten > gauss