I'm creating a "how to make butterflies for a videogame" tutorial. Butterflies similar to those found in Skyrim or the recent butterflies found in unreal's blueprints demo. My current train of thought: Model/texture/UV Butterfly > Animate > Set to Particle Effect I am very new to animation. I'm usually just "the modeller".…
I'm using substance painter to bake the high poly onto the low poly but I'm trying to get all the detail inside. When I tried it this way it looks bad..... So I was just curious how you guys might go about turning this high poly model into a smaller one? Should I hollow out the center? Should I bake the middle prongs and…
Hi! I was wondering, how would you guys put this in the game engine. Those curved leaves are an absolute pain. Would you bake the whole thing or each leaf separately? I'm trying to get to a reasonable polycount right now with this model and it doesn't look good.
hi everyone so im here with this pants this high and low poly (you can see the high poly in transparent from the bottom) and wanted to ask if there would a problem with the bake,or of you guys have any reccommendation, or if im doing something wrong, many thanks in advance!
Hello, Maybe someone also had this problem, and could help to fix it? The cage is going into mesh causing baking errors. I have tried playing around with min/max offset values and painting, but did not have any success. I hope the image is clear enough.
Wondering if will be possible to bake the whole geometry of this grid used as a step in a staircase. Not an expert but knowing normals can shape surface properties, wondering if will work also on a so deep grid.
This probably isn't what you mean, but just in case its helpful, here's a tutorial: https://www.youtube.com/watch?v=pV57PT2eGVE it is much longer than needed as there is only a few steps: * apply some material to the default cube * in the cubes static mesh details window, there is an option to bake materials * you can bake…
if you've got smoothing groups set up(hard edges) baking with an offset instead of a cage will result in missed detail at the edges, as the hard edges are "broken" during the back process and expand independently. Using cage means that your hard edges will all be welded and seamless instead. This would result in some…
Hi I'm sure this may be obvious to many and I'm sure it online but it helps if I have get a direct answer on things I work on, what are these issues I'm getting when I'm baking my model. I know it on the normals. Does it have to do with the edges not being smooth or my UV unwrapping. Just curious on what things I should…
Hi, I baked my mesh in SP, and when i import it to unity i see some weird shading going and when i check the normal map i see theres a gradiant on flat surfaces. i don't know where i am messing up