well trying to reduce this to a high poly model i have been thinking about the background story of my scene. "Where the player would be looking from and how would he see" kinda thing so doing this i reduced the poly count on the cathedral by reducing it on the opper windows.. the ones that are farther away and a player…
I ran into this before and I can't quite remember how I manged to get around it. I think it comes from baking a defuse you previously baked into a shell material. Click on an empty slot in the material editor, and use the eye dropper to sample the material. If its a shell material drag out the original material or setup…
I would also say it's better to leave the characters off of the card because it'll be too busy. If you want them on there, put them on the backside and just have all contact info on the front side. Sort of like your existing one. One side art, one side contact. Your name should be the biggest thing on the card. Your card…
I'm quite not sure about I can post this kind of post or not, but I just couldn't find the information that I want in Google and I have to get it on time.. so thing is, I'm a 3d Character artist in Korea and today I've got a job interviwe from Frogstor studio which is subsidiary company of Frogster Interactive Pictures .…
I recently came across a presentation slide regarding Guerrilla Games' character texturing pipeline (specifically the improvements made for Horizon Forbidden West). I would be interested in finding out how they extract the average-skin tone leaving only the skin variation, and if they use any other maps, such as hemoglobin…
Interesting info here. I agree with Vig. Texture memory is way more important than saving some tri's, especially when these next-gen engines start pumping out the polycount they do on consoles over the next year. I'm working on the Game Art Workshop #4 and I am at the texturing/baking phase. A friend suggested I do a LOD…
Why make a new Topic for this? It's usually best to keep updating your existing thread, that way people have context. Plus, the people who replied in the last one will be notified by default when you update with a new reply, so you'll get their eyeballs on it too. It's just great to have all the info in one place, if you…
There is a lot of information out there regarding the world composition tools in UE4 that seems wrong to me. I just did some test today comparing a single 8km terrain compared to one broken into many smaller tiles and streamed using World Composition, and the performance is at least 3x better on average compared to a…
Make sure "Average Normals" is enabled. This matches the advice in the final paragraph of the link Fabi_G shared. More info about Substance 3D Painter's setting for Average Normals: https://helpx.adobe.com/substance-3d-bake/bakers-settings/common-parameters.html