In the future you should orient UV islands so they're not at odd angles to prevent aliasing—they're also easier to work with. For a sword you would probably want to look at 2:1 texture ratios too, then you might not have to break the blade into 2 islands (which makes texturing harder and costs more vertices) Are you sure…
I changed it to GGX which didn't help much, however enabling secondary reflections and also setting that to GGX did actually improve it slightly! Making me think it might be a lighting issue now :/ ... but that doesn't explain how, when I increased the height map and recombined manually in substance designer, I managed to…
I just did a basic test; I think it's more or less that. It's a simple MIA material. FG enable. Something like that: Diffuse >>> dark red -weight 0.1 -roughness 0.0 Reflection >>> white -reflectivity 1 -glossiness 0.45 Refraction >>> red -IOR 1.46 (personal choice, you can choose a different plastic value instead)…
I cannot guarantee if its what are you looking for (as I don't have the technical knowledge) but it seems that this plugin permits to enable Vertex Normal editing: http://frostsoft.blogspot.it/p/plugins.html (there is a free limited in functionality version too) overview of the plugin:…
In Display Attributes can you enable vertex normals instead of face normals? The two are different, just because the face normals are all pointing the same way does not mean that the vertex normals are. Also that topology is pretty awful and could be cleaned up a whole bunch. Here:…
Cell shading in iClone. I may go this route. You can achieve cell shading by going into iClone and enabling the toon shader. However, for optimal results, I would recommend reducing your texture opacity, dialing up the self-illumination (to about 75%) -- or better yet, creating a new texture set that mimics a cartoon…
This is ridiculous :D Alright, thanks for trying that. I have no idea why is that but clearly, everything gets slightly shifted compared to what Unreal would want. The error appears with a fully flat normal map too. I have one more idea to try, but after all of these, I doubt that it will do much. Can you try enabling…
Enable "combine meshes" on the fbx import but then you won't have separated meshes so the construction won't work... You should really use real instanced static meshes for this though. How this should be done, is to import the DIFFERENT elements one by one and put them together inside unreal, using instanced static meshes.…
Ooooh my body is ready :D I've been spreading this game around to all my mmo playing buddies. One of my friends just quit wow after 8 steady years of nonstop sub and instantly fell in love with Wildstar when I showed him that (I might be an enabler but damn this game looks fun so, worth it!) And yes pretty please would…
You need to enable the "make face" tickbox while in edit mode. Once that is done, click-dragging away from verts will create new quads in one action. It doesn't matter one bit that Topogun has not been getting an update lately. The age doesn't matter - it's still one of the best tool available for that kind of stuff.…