i am using 2k textures / 2 meter , its a good advice and it would solve the issue because i tried changing to 4k inside substance and it worked , i was searching for another solution because maybe 4k textures are not that common in games ! i honestly dunno
This was the answer for me! I had the same problem as OP and have been trying to solve this for two days. I use Blender, so I had my mirror modifier BEFORE my triangulation modifier. This means that triangulation happens after mirroring, so the mesh is not the same on both sides but the UVs are, hence the weird…
Hello! I'm Alastartt and I my a story is about Aurelion Sol. Since the release of his lore and Twins Dawns I've been obsessed with how the entity behind the void will come to Runeterra, bringing together The Aspects and Aurelion to try to stop it. I have all this scenarios in my head (including an Infested-by-the-void SR…
A few updates: Was getting creative burnout from so much level blockout and trying to start with characters just wasn't happening. I did get together plenty of concepts and grabbed a few models that might be used for base meshes. Shifted gears to some more techy stuff. Working on a tool to export objects by name from maya…
@Zelfit I used xNormals. Tangent space normal with the -Y as I read somewhere on this forums. By "lot of problems" what do you refeer to? I would guess you are mentioning that gray shading thingy. I used a version of the sword all smoothed with the same group to bake the maps because It's the only way I know that solves…
Week Eleven Day 1- I finished creating all the modular house pieces. Then, I created the master material first in Unreal. Thanks to the tutorial provided by Sander Agelink, I learned how to set up some basic and critical parameters: https://www.youtube.com/watch?v=sJyEVqvOVmQ&t=780s Just remember to convert the textures…
I sure aint no expert but In the first example the bones on the cape are not moving properly at the extreme positions. Get those behaving and you might have it. First thing I would try is a low poly collision mesh parented to yr rig. If you cant use physics then just skin the cape to yr rig and adjust the extreme positions…
boots are still lookin a bit funky man, the sole is super thick, and the transition from sole to heel is funky. check out some more ref and revisit it for sure. I see that you are doing the Serenity Mal as opposed to the show version...good choice the show version's suspenderes always bothered me. also, careful with the…
Ah Wiki, thank you for the reply. However I just realised the image I attached got compressed and the arrows I drew made it look like I was pointing at the seams of the UV. My issue is that I'm getting these crazy hairline cracks all over the normal map texture (see middle image attached), where there shouldn't be cracks,…