Another part of the process that was not mentioned is the integration. If you are part of a small team that uses a game engine, once the asset is finished, it needs to be integrated in the engine's project. That's an important step to be sure the asset is really done. One simple way is to notify a programmer that the asset…
looking good! Maybe it would be helpful to paint height maps and use a utility to derive normals from those? e.g. Substance Designer or I believe the engine library even has a material function for that.
[ QUOTE ] ...or that can easily adapt shaders from other engines. [/ QUOTE ] there are no standards how shaders implemented with an engine (even the .fx stuff heavily varies among engines), so this cannot work, too much depends on engine, there might be textures/matrices... that are very specific to the engines rendering…
Metronome uses the Reality engine, which was purchased and subsequently closed by Epic Games. The lead developer of the engine now works on the Unreal Engine. It was a wonderful engine, while it lasted, hopefully metronome will actually release, since it seems many of the titles original scheduled for Reality engine…
Hello my name is Manuel Rondon, but some people know me as MR3D-Dev on Youtube. I have extensive experience when it comes to Unreal Engine. I have experience working in LED volumens and building environments for Virtual Production. I also have experience with motion capture. I have knowledge on using the metahuman rigs…
this was answered in my thread yesterday. basically it depends on the engine your using. some engines support normals mirrored entiredly down the models center. some engines can have a bit of creative mirroring, and some engines dont support mirroring at all. so which engine are you going to be using?