Your problem is on modelling side. I see same huge shading gradients on your mesh too. And while normal map can theoretically counter-measure them in a perfectly "synced" workflow you would never get it looking perfectly right in actual game anyway . 8 bit normal map with compression just doesn't have enough precision for…
Hi, I was wondering if anyone knew whether it was possible to quickly export a selected model to smd and avoid this pop up window; Also I'd like it to avoid the success confirmation window; What I want to do is have 1 script to instantly export with those default settings in that image, and have another script that will…
Hi guys, I had that debate with many teachers before and always get the same answers but I feel like something doesn't make sense. Basically I take my time on portfolio pieces because I want to learn in the process (i.e. starting from a sphere and not a basemesh so I can practice anatomy over and over again) and make sure…
Hello everyone! I´m making my game called Tomorrow, and when I´ve started to make some models I found a problem. How I will deal with high poly zippers? I need a low poly count meshes, but i need the information to get a good realism. So here is the solution. I´ve breakdown the default Zipper IMM in 2 parts, the handle and…
I started another thread which actually brought up issues about how to make proper normal maps. Ive started to question if my system for making them is proper because it's not the usual way. My system is cobbled together from several diffrent tutorials. Up until now no one has complained but it would be good to make sure…
I sometimes encounter an issue with deformed textures and losing details in some regions of my models, like normals or edge highlights, after importing my assets to Unreal. The reason being is that Unreal rounds up UV coordinate numbers, unless full precision UVs are enabled for static mesh: Here are some examples. Left is…