Hi. I ran into a problem with meshes flickering or popping in/out in Unreal 4. It could be hardware related but I don't get any glitches or slowdown otherwise. https://www.youtube.com/watch?v=L3gJtG8och8&feature=youtu.be Unreal 4 - 4.2.0 2x Nvidia 550ti. Intel i7 2600k 16g ram Thanks
LOL one of the best posts I've seen for a while. I'll be following you much closer mr Criner... So close you could almost smell me. Simply put: Your blog is awesome. Informative and funny. 4 monkies smoking cigars out of 4.
About 3/4's of the way to the completed Low-Poly game mesh. It's sitting at 4,519 tris. With school getting in the way, I haven't touched this since March 10th. I'll be continuing and completing this through the weekend, giving me a 4-5 day completion span.
No this will not work because if you have a plane 2x2 [so 4 faces]. And you select the vertex in the middle. With what i'm searching for i should have 4 edges selected [basically the cross] but with what you suggest you will get all edges selected [12 edges.]
Frezno, 4 sides don't make a circle! :P Great render :) Edit: in case anybody new to the 3D modeling is wondering it, (so, I'm not talking with you Frezno, it's clear you know what you are doing) here's a visual explanation to the 4 sides issue for the circle:
Nope, i did not use creasing, simply turned on edge constraint and moved the verts to get the sharpness i wanted. For the depth, i tweaked the mesh in 3/4 view based on the 3/4 reference, the shadows in that area gave me an idea on how deep it should be.
10x30 is a 1:3 ratio. 512x2048 is a 1:4 ratio. As a result the texture will be stretched a bit since the ratios don't match. To get better lines, you'd have to waste some texture space by only using 3/4 of the uv space so the ratio is the same.
I don't like the questions on this survey. They seem odd and inhuman. Also there are too many numbers (1-7), which makes the grading a lot more ambiguous. My 4 might be someone else's 6. I think 3 options or 4 at most would be better.
for maaa game there will be 4 level for each weapon. You get to a new level if you find the next, more powerful weapon/upgrade. The shader is using a diffuse 512 for all 4 and a 512 spec model uses smoothing groups to get the right shiny shiny effect
any card with pixel shader and vertex shader 1.0 support basically will allow normal mapping. pretty much any card past the geforce 4's have the ability to display normal maps. as for what I use just a plain old geforce 4 ti4600.