Man you are killing this project. I'm back to checking polycount every day just to follow your cent work. If you're not going to do a more detailed drawing/render of one of these I'd love to take one and just solve it out a bit.
Unless there are some ultra hidden setting in SuperPNG, it does not do this-- it throws out your alpha channel data. Many people have a problem with getting white fringes on their PNGs. If you have a TGA with RGBA data and convert it with this app it also solves that.
As far as I know, if you have an object that is complex by itself (so you cant solve it by exploding), then all you can really do is tweak the cage for until it's right. That's why baking always takes the longest for me, our of all steps.
It doesn't convey a sense of standing on the ground since there is no dark areas where barrel meets ground. Ambient lighting + AO maps for barrel and ground, or perhaps SSAO, would solve this. Agree with rest, show something more challenging/interesting in your portfolio.
Haha :) That's cool Allert. I gotta disect his scene to find out how! EDIT. Ah yes, this had occurred to me. He has solved it using vectors to move the object around. Not that I fully understand how to use these though.
This can happen if you have mirrored UVs. Go to the mesh object properties and enable Fix Mirrored Tangents. Be sure Tangent Space is set to Mikk as well. If that doesn't solve it, try offsetting the mirrored UVs 1 unit in UV space and re-exporting the mesh.
We do not have an update on this yet. As previously mentioned this is a difficult problem to solve. The solution will likely rely on a major change we plan to make to the renderer in the future. Unfortunately, I can't give a time estimate on that yet. It could be a year or more before this is resolved.
Well that didn't work .. World partition appears - in it's current state - to be completely unusable at any sort of scale. I have solved the unsolvable problems by dropping world partition and going back to world composition. It's still a massive pile of crap but at least you can make tools to fix the problems that WC…
The back face of my grass foliage planes are really dark. How can I fix this? I know how to solve it in the previous Unreal Engine, but I just can't figure it out in UE4. Custom lighting isn't really available now is it because of PBR? :/ Thank you!
I have a complex rig that uses LookAt constraints on various parts. The problem is, exporting for Unity as an FBX brings up the message "Warning: Non-Orthogonal Matrix Support." According to this, resetting the scales and transforms should solve this. However, resetting the transforms also repositions the object. Is there…