There's a whole bunch of things that could cause that - Baked lighting, or insufficient edge padding on textures are just a couple off the top of my head. Use the buffer visualization target view modes in unreal, and try to work out where the seam is appearing. Switch your lighting to fully dynamic, as well. Hope that…
I think 16 means the total width between the shells. And around 16 between shells should be more than enough for a 2048. It's not really an exact science anyhow. Test and see in your target hardware. Different games will filter the textures differently, so you may never see any problems.
Adam, that's a really sweet approach to handling weld-seams. I'll give that a shot next time I'm making some. Kudos man. [edit] I'm going to keep this around for reference. So, if I'm not mistaken, for your lighting you're using just 1 skylight, 1 target spot, and one omni?
zebra - even if your target texture is 256x256 .. paint it in 512x512 ; it will be easier to paint ; and when you scale down many features will still be present and look good. It does take certain knowledge to compensate in certain areas for this that may be lost in resizing it but you will probably find it very easy to…
Hey Dude, here's my humble contribution, made with the SDK of your lovely character. The engine I'm using is more targeted to "next gen" stuff, so I fixed a normal & spec maps quickly, and found out the result was quite nice ... I like when you share your stuff
Pretty cool, I think that an actual company who could seriously threaten the likes of apple and microsoft would be able to push them to creating really new and innovative ideas for OS's. I'm really looking forward to what comes of this, shame they're targeting only netbooks at first but it does make sense.
Project: Design and Create a Cute Stylized Alpaca character model for a game, within reasonable ~4 week timeframe(negotiable) to style and standard expected. The Alpaca is meant to be cute, fluffy(no hair or fur simulation, just mesh) and have a very defined cute expressive face. For this project, keep in mind that there…
I think that might be Max's two-direction lighting setup for the viewport. You should be able to set it to a single-lighting configuration in the options somewhere, the location of which escapes me at the moment. On a side note, how's it look in your target engine? That's all that matters, and you should be viewing it…
Ged: I understand your point, there is always a struggle with UI to get it to fit with the art and still be simpleand readable for the user. Since the target is a quite broad audience we went with a really clean and simple UI to avoid confusion for the player. It blends better with the art when seen with the whole flow…
It certainly shouldnt be as strong as you see it. what does it look like in the target engine you are using? Our marmoset toolbag baked unreal stuff often looks weird and partially broken in substance painter but looks perfectly fine in unreal. I personally wouldnt trust substance painter for final bake quality.