@Dan Powell: I thought that it would be better for the Engine (UE4) if I bake 3 smaller textures, than 1 big one. I think I will create a large map for the complete body (merge yellow+blue), but I would want to have a better details on the sights, since it's meant to be in a first person view. Also I will have a single map…
Per, Rick, and Eric.. thanks! While I have definitions for the words in my head, can someone else state what these mean: Batch & Drawcall. I will put what I think they mean as I am sure its wrong. "Batch" -If a model is duplicated a number of times and its material isn't changed then they're all apart of the same 'batch'…
Mostly eye balling, I mesure out box to the player height and use that as a guide. I'll even drop a biped in the scene set to the same height just to get better sense of scale. It can help to put camera about where head height is, link it to your measuring stick and lock its position, leaving the rotation open for you to…
I think eric is right. You're probably gonna have to manually paint out the areas of banding. It's either that, or change up either the lowpoly or high poly. Just for reference, when I do really lightly detailed normal maps for objects like this, I just unwrapped the lowpoly, and using the uvs I put high poly detail bits…
@Eric: thanks. I really wish if I do become a TA to not just do code only haha. I enjoy making props too though a lot of companies seem to promote from within when it comes to being a TA so Im not gonna abandon my 3d side :) Look forward to me being active in the tech thread and actually understanding a bit more what…
Yup we use Max8, great ideas guys I'll look into all of that! Looks like I'll be chatting with our network admin, we have a funky set of permissions that are getting in my way. It looks like we might be able to set up a network policy where if someone who has Max installed logs out that workstation gets turned into a node.…
Like Eric said, it could have been the exporter from Max or the transfer from ZBrush >>> Max >>> Deep UV that caused the vertex reorder. Another thing that could cause the changes in vert ID is when you export from ZBrush into Max, the .obj is an Editable Mesh. Converting to an Editable Poly changes the vertex number, so…
order independent transparency techniques have been around for long, mostly as they are important for vis stuff outside games. The problem is the techniques are not the lightest on the hardware and often require a bit more fancy setup. I.e. its cool for CAD/Medical where you have just one type of object you show, but in…
[ QUOTE ] Well I certainly hope thats the case.. I find it hard to believe that they'd put out a demo with a texture cap on it, but who knows, I guess only time will tell. Personally, I wouldn't believe it until I hear an official word on this from a developer. [/ QUOTE ] I tried telling this to a player the other night,…
Thanks for the reply @Eric Chadwick , I am not sure I understand exactly. Do you mean that the animation is authored with root motion, meaning any forward/backward or left/right locomotion comes from that root bone. An example is like this: If I remove keys from the root bone for this animation, the jump will no long make…