Lets look at the pros of both of these methods. A 1. More flexible UV layout, takes less space to pack, can pack caps in random odd-shaped corners of uv layouts to improve overall uv usage. 2. Common sense approach means hard edges can exist where they naturally should. 3. Caps of cylinder can be aligned correctly on uvs,…
Uly's Pretty Simple, "Cool" Summer Smoothie!: You need a blender. (you can give or take on ingredients. pretty much comes out the same. The order is important, though) 1) 5-7 Ice Cubes: Put these assholes in a blender. Use Ice Crush until you hear no more chopping. 2) 1 Banana: (2 if you really liked Bananas. I guess.) Put…
1: Whenever he says anything you say "right", "Person 2", you know that? 2: Right. 1: "Person 3", what do you think? Your staff just follows you around and says "right". Just like a regular parrot. 3: Yeah, shape up. What are you some kind of parrot? 2: Right.
heres an example: "VertexLitGeneric" { "$baseTexture" "models/statue" "$envmap" "env_cubemap" "$envmapmask" "models/statue_spec" "$envmapcontrast" 1 "$envmapsaturation" 1 "$envmaptint" "[.55 .55 .55]" } all the "envmap..." properties are relevant for the specmask. standartvalues are 1. you can toy with the values to get…
The approach you're taking is fine, it is the result that you have confused. Essentially you are saving yourself a lot of time as you unwrap/lightmap as you go, approach. Which is great, but you need to remember to set everything to non-overlap distributed uv layout in the 2nd channel when imported into Unreal. For…
1) Bring the mesh down to level 1 sub division. 2) create UVs 3) Bump the resolution back up to the max level. 4) Under the Texture tab that is right under UV tabs, Texture from Polypaint. 5) Clone the texture. 6) Under the texture menu click flip Vertically. 7) Export the texture. Exporting the entire mesh with the…
If you put a normal map from a hipoly source on that it will usually fix the smoothing errors. Sometimes you will need to chamfer the edge if it's sharper than 90 degrees here's an example I made: the three models all have exactly the same geometry. However the two on the right have 1 smooth group and the one on the bottom…
its just re-ranged to 0:1 and will be expanded back out when it's sampled by the shader - exactly the same as a normal map just divide the resultant [-1:1] vector by 2 and add 0.5
1. Eat pork and beef only once a month 2. Make a lot of progress on my side (2 year) art project 3. stuff Previous resolutions for me that I actually stuck with: 1. full day each week without any meat 2. Not be persuaded into a decision by guilt, but off of what I decide is best for the situation
I forgot to post my completed Warframe scene here. I finished stage 2 & 3 for my Warframe Corpus project about a week ago. Larger images and the other stages can be found here Stage 1: Warframe Corpus Project Stage 1 Stage 2: Warframe Corpus Project Sage 2 & 3