Hi. I'm working on rather complex models with lots of heavy highpoly pieces. When building the low poly I like to go little by little, and do in between checks with a quick autounwrap and a test bake. Now this process is quick because I can divide the highpoly stuff into smaller chunks and save those individually. The low…
I'll reframe your post a bit of what I understood, correct me if I'm off or wrong : " I want a job that actually moves me forward not just a resume filler, but experience I can be proud of and showcase. At the same time, I need fair pay and a stable company, not one that exploits me or might collapse any day. I’m looking…
I make an ambient occlusion bake based on their high polys with the Self Occlusion option set to "Only Same Mesh Name" (I don't like the "Always" Self Occlusion results"), then I make another bake without the high poly with the Self Occlusion set to Always. I merge both of these bakes in Photoshop then get back to…
I will absolutely look into doing clear-coat when I try to optimize this down. Thanks for the replies! I am back with an update. I spent most of yesterday refactoring my previous result, with a refocus on pushing PBR and trusting it over curating a certain look. I also dug an old reflector out of the garage and studied it,…
So I would like to ask a question that I'm asking myself since a very long time now. I'm a Maya user and now experienced to deal with vertex normals. I have also read some things here and there about smoothing groups and I think I understand them too, even if I don't use them. However, I really don't understand what is the…
So I've done a bit of testing with normal maps in Unreal to see how optimal I could make my results, after testing different things for years. I've known about smoothing groups causing issues for normal maps for years. But only recently learned about how different engines use different tangent spaces and not all normal…
You find compromises. Couple of solutions off the top of my head in no particular one better than the other: Simply bake with opacity to simulate the holes and save a ton of geometry (and makes baking much easier. Geometry is cheap, but it'll be a pain in the ass to make sure your cage properly bakes those tight crevices…
It looks like there's a ray miss where the hard edges split the mesh. Hard edges that aren't pared with UV splits can generate extreme normal values that will cause artifacts when blending across the split edges. This can be resolved by adding a UV split along the hard edges and adjusting the padding so there's adequate…
Sort of right. When you have a properly synced baker/rendered, you start to run into issues with resolution. IE: if you dont have enough pixels to represent a gradient, say on a long thin triangle, you're better off setting some hard edges so the gradiation on the lowpoly smoothing is less. This issue are compounded as…
I was slowing typing out a response here to everyone that offered advice when I stumbled on the issue: unreal doesn't take the material into account when lighting! I thought I had checked this issue when I viewed the 'lighting only' mode (as posted in that large image above) but it turns out that mode isn't just the…