Hey guys I'm still pretty new to UE4 and I've been trying to troubleshoot this issue I've been having but can't seem to figure out what is going on here. On certain parts of my mesh I seem to get incorrect shading happening? I've checked the UV's and lightmaps and from what I can tell everything seems to be okay. No…
which type of shading is correct for the low poly? I like the soft shading but I find it has a horrible gradient of light on it which looks ugly, the bottom picture is the model with soft shading on the bevel parts and flat shading on the flat parts. it will have a high poly model baked on top of it, there is still a lot…
Hello I'm new to polygonal modeling in general, reached the point where I have sufficient knowledge to make most kinds of shapes given the time frame but still haven't set out to do any cool stuff. My texturing is definitely lacking behind so idk what really is possible during that phase, but I've seen people apply the…
Studio: Atlantis 3D Studios Project: Project: Rialto Type: Profit Share (Core Team) Location: Remote About Us We’re an indie studio dedicated to recreating Renaissance Venice as it was in the late 15th century with engaging and fun gameplay and story to accompany it. As fans of history, and video games, we’re building…
@ArtHuman Polygonal automotive modeling workflows typically involve tracing the body lines with curves or subdivided edges and creating clean guide shapes for the curved panels before cutting in any surface details. Whether or not something is modeled as a continuous surface or split into sections really depends on the…
Yeah that movie gave an odd impression for sure but I am talking more about art style the games pretended to be "photo real" starts to give you. Certain detail fatigue you eyes are getting . I blame too much of procedural approach and increased sampling in PBR shaders. Few years ago the shaders looked like what Substance…
My guess would be that you need to bake in Marmoset using a triangulated low poly mesh, and then use the same triangulated mesh in Substance Painter. What I think is happening is Marmoset is saying the hidden triangulation of your quad is going from bottom left to top right, but then Substance Painter is saying no, its…
Hi, im currently trying to get alpha maps working using the Xoliul Shader in 3ds max. When I import my mesh and turn alpha on in the settings it gives me something weird. This was with soft shadows in the perferences on, but then i then changed it to hard shadows and it gave me this result as seen below. Its close but as…
So i'am basically using this workflow: I create lowpoly, then i create highpoly & then i move to creating uvw's and after i done that i use textools to load smoothing grps from uvw shells. The question is should i be worried about shading the in the lowpoly? will those shading errors carry out from the normals to the…
Hello. This is my first post on Polycount forum. I would like to share my Github repository with HLSL/Cg shader programs, ready to use in Unity3D engine. Repository is constantly updated. https://github.com/przemyslawzaworski/Unity3D-CG-programming Here is some videos where you can see these shaders in action:…