If you go with Substance Painter then you can avoid having to learn extra software in the form of quixel and xnormal. It's personal of course but QS isn't a patch on SP and xnormal for me is obsolete pretty much as SP bakes just as good and about as hassle-free as you can get. Plus the bonus of realtime map bake…
Ahhhh! Don't bake AO. "But-" Nooooo. No baking AO into textures. Not into a texture slot, not into the albedo, not at all. Let the engine handle it. Let the lightbaking handle it or the realtime lighting or etc. It comes out much better and allows you to re-use all your assets multiple times without it looking wrong.…
Well, I'll call it the final version... I know I could do more things but i'm learning, i'll start doing something else :) Here the realtime version in unity web player http://dl.dropbox.com/u/22781761/3dviewer/flyinginsect/WebPlayer.html I created two shaders to be more or less like the 3ds max viewport
Hello everyone thx for your inputs The guys ended up crushing a miniature car hehe! I have to do the broken glass tough so this is still relevant :) Thx StJoris. Somebody showed http://www.blastcode.com/ , that looks pretty awesome too (I'm longing for this in realtime :P) no harm Xoliul ^^ nice exercise, let's say he's a…
I spontaneously recorded video. Subdivision modelling the head of the mace in 3d with my comments. Sorry comments are only in Russian. Video realtime, maybe in the future I will remount it more shortly. If you have questions or wishes, please write. Subscribe, likes, repost are welcome. I hope you enjoy it.…
AFAIK the dominant lighting is done using a depth buffer in realtime using the shadow test to blend between two lightmaps (shadow/direct sunlight) and like any depth buffered shadow you get banding when a surface is near-perpendicular to the light's direction. Tilt the light so it's at a less extreme angle or swap it out…
Looks like you have the normal map applied as a bump map. When you go to apply the normal map you have to pick "normal bump" and then load the image into that, or something of that nature(been I while since I used native max materials). You could try 3point shader or Xoulio's shader for realtime display.
Is there anyway to have the script remember your previous settings? ie: Before closing the window I have Connect set to 3 Pinch set to 50 Realtime set to on upon reopening Quad Connect all settings are reset:( Perhaps, a box that says "remember settings?" if it's unchecked it'll reset the numbers if the box is closed then…
textures need to get pumped up. i'll pass along a link i got here for some skinning tutorials that relate to this type of stuff: guns & metal texturing also, i'm just a tad confused; these are gonna be realtime models in a QW:ET mod, right? they're pretty high poly. are you gonna use them to generate normal maps?
A Realtime Environment Creation in UE5: Tomb of the Lost Souls Learn on👉https://www.wingfox.com/c/8993_2670_27175 You will learn to create a high detailed scene in Unreal Engine You will learn to create big structure and assets efficiently without worrying about too many things You will learn some tips and tricks from my…