Thx for the tips. I figured out a workaround, i just had to adjust the u-v ratio of my objects in the desired direction. Now if I want to speed up the scrolling of the detail texture I just need to compress the vertexes on the U axis. Compared to the non-compressed parts of the texture it will run significantly faster. The…
An alternative: Export your highpoly mesh along with it's polypaint (as long as polypaint is turned on, then it should be included with the resulting OBJ). Decimation Master is optional but may be beneficial if it is a large file; if you do use it, be sure to enable Preferences: Decimation Master: Use and Keep Polypaint.…
Thanks guys! Out of interest, does anybody have any links to creating good looking, scalable and vertex-paintable materials for terrain? I'm thinking specifically about hiding tiling over large areas. I've read the UDN documentation but it would be nice to actually see a material set-up and work around and learn from that.…
If custom normals gets reset by collapsing and stuff, then maybe you should edit them only at the very end :P Also "It is best to keep the modifier stack as simple as possible. Many modifiers (like Unwrap) are dependent on the topology coming up the stack from below... if you change the vertex count in Editable Poly, those…
No, never remove geometry after a bake unless you really understand what you're doing. Editing your mesh = changing vertex normals = creating smoothing errors. Any time you change your mesh, you should rebake(unless the vertex normals stay exactly the same). Using supporting geometry to fix normal projection issues is…
I try that I increase the spilling but nothing happen same issue, do you mean I need to average the normal map I will give it a try, binormal and vertex color mmmm I never used it before, if u r using softimage it will be great to explain to me how to make a good normal map and what vertex and bionormal stand for if you…
Really cool. I think this is really awesome, and would be useful to integrate into a portfolio site. Since we're making wishes, it would be awesome if I could export animation and have that play in the viewer. I think FBX supports vertex animation, so you could animate it as you please, and then just export an FBX with…
I have been working on a rover/bike like vehicle today. I was thinking of doing a high poly tile texture vertex paint workflow on a 200k "ish" mesh. However I'm having a big problem where the ue4 vertex mesh painting is very slow and unresponsive. If anybody has any insight on why this might be please let me know. Because…
that looks pretty scriptable so? it could work from just selecting the vertex in question, assuming you always have the 2 tris and 2 quads, the tris could be auto turned to quads like presented. or you work from the 2 edges selected as piors original gif. if you work on this on a single case basis, one could go so far and…
Are you tiling textures? If not that's what you'll want to do; to be more exact modular pieces + likely trimsheets and maybe vertex blending to add variety, if not decals. You can start by reading the polycount wiki and the checking resources listed, then search those terms to learn more. Modular Environments Texture Atlas…