ok i opened youre youtube link and saw your wrote about this - thank you - but in maya and mental ray were we should loud this map ? for example for sss material in mental ray wiche atribute in it sitting is for this map (i mean for example specualr plase ? or diffuse and like this )
Its just an example, imagine a tv remote controller. it has round buttons. now the LOWPOLY does not have so round smooth buttons, instead i would use a cylinderform with maybe 8 sides. and i am sure, i get the same problem i guess -.- 😅
That first example uses creasing, Blender equivalent here: https://docs.blender.org/manual/en/dev/modeling/meshes/editing/edges.html#edge-crease The second example bevels edges with multiple segments, take a look at the section on segments here:…
Its definitely possible to make it look even better in unreal for example then in Marmoset. You have access to a lot of things that you don't in Marmoset, however; it takes a lot more know how to actually do this. These were both done in unreal for example: https://www.artstation.com/artwork/ner4…
I know you chose UE4 already but Unity 5 comes with a car example scene, all set up and ready to go. It's in the Sample Assets project, just replace the art with your stuff. They also have a AI car example, so you could easily add AI opponents if you wanted.
The procedural example package has a good starter effect. It manipulates individual particles in the array of a particle system. Note: this example uses the old Unity particle system. You can still use it, but you will have to change it if you want to use Shuriken. Still a good demo.…
Looks really cool :P And I may be crazy and too tired, but the lady was talking about how it'd be problematic to have things like vines on the rock becuase the geometry wouldn't be able to be seperated. But did they not show an example that had lots of scattered leaves on the rocks? Or were those not part of the example?…
@Billy - I did not think of adding lighting to the scene or some basic mats. I will have that for the next update. @Plastix - Thank you for the thread. Really nice to see a breakdown like that. @Nintendo46 - I started with the 3rd person example level with the example assets. In my game folder > character > HeroTPP
No, that was just an example. Im not sure calling this "real world" is accurate though. It just means that every surface gets the same pixel density. So for example 1m² could get 512*512 texture space, while a 0,3m x 0,3 that only 1 third of that, about 170*170 pixels
Well, I detached to elements, not to individual objects. I didn't do an uvmap , but the detach thing would allow you to have the tooth only a few times on the uvmap, and copy it on the mesh. In the first example, you would split as you did usually. The example with the chamfer need a lot less uvsplit.