Hi, I put a triplanar in my generator to project the output of the work as a triplaner .. but the output of the work is in pixels. I searched the internet and saw some people saying that the position map should be 16-bit. Actually, I took it in Marmoset software and baked 32 bits there! But it is still pixelated. My graph…
Oh, You mean those giant smoothing errors ? :D Or the pixelation there? Working on fixing the those "pulls" right now. As for the pixelation and kinda spotty highlights, I'd assume that is is compression of the normal map into unreal. It is rendered out and and imported as a .tga :)
Awesome work, I'm glad you reworked the spec it looks much better. I'm wondering if the texture size is too big for the environment. The surrounding textures are pretty pixelated and it aways looks odd when pixel density doesn't match.
I think the error at the "Pixel Normal WS" node is due to the input being the vector/normal of the pixel, which is then used to blend with a normal map which changes the input of the node. So probably this node can't be used with blends involving normal maps? Could blend by vertex normal (modified + height mask?) instead.…
Your example is actually an interesting one because it shows a case of distorting LM UVs, in this case making the shells with diagonal lines square. Here's your mesh after re-unwrapping the LM UVs. In the image below you'll see that there are no LM artifacts. Sometimes I find it hard to tell so I add a 'blowout light'…
Ok, here is the solution and why it is happening. Case 1: Hard Normals & Small Map In this case, the uvs of this piece are taking up a tiny piece of a 2k map. There are some minor seams around the hard edges due to the lack of resolution, but they aren't noticeable from distance. Case 2: Soft Normals & Small Map Basically…
it looks like your lightmap is bleeding black pixels. try to make sure the very edges of your lightmap unwrap fill up the whole UV to the very edge. if it isnt then unreal creates black pixels around the uv island what will bleed onto the lightmap
Hey poop naruto is looking good. Be carefull for the pixels though, some parts seem to have more pixels as other parts. I will make some better renders of my Naruto (and ill finish sasuke and neji their textures). oh and greets from the dutch people.
You can check out Ninja UV. You can map to a specified pixel ratio. Scale to a pixel ratio. Plus alot more tools http://www.creativecrash.com/maya/marketplace/scripts-plugins/texturing/c/ninja-uv--2
You'd have to have at least a 4096x4096 to have enough pixels to have just a pixel per polygon, assuming you could also have a perfect unwrap. so, yeah, you don't really need 14 million polygons for a bake.