Hello guys, how can i resolve this problem? I baked the texture from the High poly mesh to the Low poly mesh.. In marmoset i even tried to change the Target Space... What im doing wrong?
Alex_J is correct - what matters is how it looks in game. For a modern, 'realistic' FPS texel density ballpark/target is at least 10px/cm. Like the Pirate's code, its more of a guideline than an actual rule.
i am targeting substance painter,unreal,marmoset toolbag. is this ok? Gigabyte NVIDIA GeForce GTX 1050TI LP OC 4GB or ASUS AMD Radeon STRIX-RX560 O4G EVO GAMING
A student group project I'm involved in. I'm in charge of designing, modelling and texturing an Ancient Egyptian Treasure Room. CONCEPT ART [IMG]http://<a href=http://imageshack.us/photo/my-images/338/conceptartegypt.jpg/ target=_blank>[/img]
Are you baking with a cage? If not, I assume you are baking in Maya, under the target tab turn the display to both and then modify the search envelop slider until the mesh just envelops every part of the highpoly.
I replaced the vertex cluster concept with Morph Targets. Much easier than figuring out vertex handling mechanisms. In the future, I want to use floating bones though. Thanks for the help guys...
Blue Diffuse/albedo, opacity and reflectivity/roughness controlled by a fresnel function. Just paint up a self illumination map like usual. Can be single channel or RGB depending on your target engine.
I really hope morphs replace bones for facial animation during the next hardware cycle. They are so much easier to work with and such a wide range of expression can be pulled from a handful of morph targets.
The only thing I would say is that the beam down onto the caster feels like its damaging it before damaging the target. There is a conflict of language here. Other than that really punchy animation timings