Yes that would be correct if it weren't taking unpacked normal data. In an albedo the range is indeed 0 to 1 however in an unpacked normal, at least in UE4's case that range is -1 to 1. That is the range the material input expects when plugging anything into the normal channel. This happens behind the scene somewhat when…
Just wanted to say thank you all for chiming in on the state of things. It was nice to read through everyone's posts from many devs that I know have been in this game for an exceptionally long haul. Optimization is king, and while I look forward to what UE5 will bring, I'm happy to wait a year or two until an actual game…
Sure, I probably should have mentioned it, but I've figured out that much. Terrain heightmaps are great -- except when they aren't. There are things heightmaps simply can't do (such as almost everything in the below two images), and in games like LoZ: BotW and Xenoblade Chronicles X, their "terrains" appear to actually be…
suprore: It works better for me, since I like to leave a lot of the edges soft in my final product. Overall you can do either one. Soft rounds just give you precise gradients. It's a lot easier to make form go "bump" perfectblue: To draw from imagination, you have to do it. Analyze artists that you like and figure out why.…
Hey, this looks cool. I think you need to create a height blended material with a few layers, for the streets and roofs and stuff, so you can break up the monotony and paint in some fun grunge. It would help bring this environment closer to a professional level.
Rendering or lighting seems to be slowing things down for me a quick glance and topic search term in artistation brings up a tone of good references to lighting clarity and possible solutions with a search term of lighting guide/tutorial , tip/tricks. For everyone, i know i had to learn these things also, sometimes its…
Could I suggest a saturation/value gradient on the skin from waist to head? He looks like he forgot his sunscreen. I think a gradient would really help bring the viewers focus to his face.
So I decided to just move into the block out of this model where I can elaborate a bit on the concept. I was going to finish the concept off in PS to make it more Sci-Fi, but I'm just going to use my more artistic license on the modeling portion. Before I move on, I was wondering a few thing in this whole HP to LP…
I think keeping perfect quads only really matters if you need specific edge loop/ring selections, and in particular in facial modelling for accurate deformation. As Stahlberg and StrangeFate (both seasoned pros with high-poly modelling) say, you can get away with n-gons in a lot of areas. A triangle or a pentagon here or…