You can try increasing the resolution of the texture (i think 8k is max) but i doubt its that. Probably its an issue with the smoothing and/ or uv. Can you post some wires for the low poly and the high poly? It also might be a big difference between the low and the high poly in terms of actual vertex positions, so the bake…
2019 blenshapes! :o Spec : mesh res – 20K Target Count – 2019 shapes Joint Count – 350 with this new rig I was trying to preserve legacy workflow (channel box attributes) at the same time introducing face controls(both have pros/cons). its achieved with proxy attributes/alias attributes. 2/ — Wasim Khan (@wasim_cg) July 4,…
Each unique material is a draw call. Each unique object is an additional draw call. There are many things causing draw calls. Which engine are you using? Generally speaking: you should avoid any unnecessary draw calls. Then you test it if it runs smooth enough on your target device If necessary you reduce them even more by…
If you make the terrain in unreal, you can actually just right click the height layer in the landscape panel and then export it and re-import as a texture. Obscura's suggestion for using a render target would work if you had a massive world and the resolution of the required texture would be too large. virtual texturing…
If you were interested but didn't enter, what was the reason? Too big, too long. Required 3 skill sets or working in a team. How did you feel about being restricted to specific software? I like it as long as the software is made free, and the software is still relevant in the games industry. I'm really not interested in…
very neat concept, but the backstory really lets it down. no way does seal team accept women, nor does it accept minors. breaking suspension of disbelief there, so perhaps refine it to some other involvment with seal team? Seal team is responsible for killing extraordinarily high value targets and are renown for physical…
We don't have a chart, because it doesn't make sense to have one until you have a target engine. Especially since the Substance technology is very adaptive to your pipeline and software. However, if you are using the UE4, I would suggest using this chart :…
The idea is you want the edge or bevel to have enough space on the UV map that there's enough pixels to describe the edge. If it's too tight it will be a pixel or less and have unwanted artifacts. You also want the edges to hold up when the texture switches to a lower mip. So the tightness depends on the model, texture…
Depends on target VR platforms, Gear / Vive / Oculus / Cardboard or all. I have set production to bake only both for Gear and Rift even though Rift can handle more but getting 90fps is the goal. I would say roughly four months to get things going in VR when starting from scratch. Most of the time spent would be on…
I just mean that a lot of the very high detail material patches you see on artstation etc. are too small to be of any practical use in a real game. Taylor: it depends very much on the type of game, the engine, view distances and the target platform I'm afraid. The best advice I can give is pick a texel density and stick…