PROJECT: STEINVAR Adventure RPG on Unreal Engine 5Cold Cup Games is expanding the team for the indie project Steinvar. ABOUT THE PROJECT Steinvar is an adventure RPG set in a northern fantasy world.Players explore an island, interact with the environment, engage in combat encounters, and gradually uncover the secrets of an…
Are you baking the normals in Marmoset Toolbag? Did you aplly smothing groups (3ds Max) or hard/soft edges (Maya) to your low poly before baking? The issue here is meticulously explained in this…
I agree with musashidan, there's a lot of extra geometry. You could easily get by with 3 circle loops, let the normal map do it's job. and face weighting the normals will get rid of gradients if it is causing issues.
Could I please get some pointers or some help on my normal map? I'm constantly falling into the same problem of getting black shadows and portions of my model not coming out smooth. I have made a cage I made sure it covers the high poly model and there's not that big of the difference between the low and high model but…
So I'm trying to bake high-poly normals onto my low-poly mesh. Here are the two meshes side by side: Here they are on top of each other (this is how I baked them): Here are my Transfer Maps settings - I think the envelope is a little high ideally, but I just wanted to see if I could get a result at all: And the "result":…
Hey guys, experimenting with the material layering system in 4.19. Materials are all blending together nicely but just having one problem; I can't seam to add the base normal map of my model. When I use 'Blendanglecorrectednormals' The stats come up with this error: [SM5] /Engine/Generated/Material.ush(1901,2-39): warning…
So I have a CAD model that is far to detailed and I would like to capture some of this detail in Normal maps. To test out my plan I chose this panel that is a cover for a section of the model, I've created a simple plane with chamfered edges to project the detail on to. The model has some nasties, for example the corners…
Hi, I'm very new here so I hope you guys can help me out a little here. I am pretty aquainted with zbrush and som mudbox, but I've been having difficulty trying to create non-organic stuff in both programs. I've seen some really nice armor modeling in the Dominance War and I was wondering if they extracted their normal…
Hey guys, i was wondering if some UDK god or somebody else could give me a hand with this issue im having right now with this current model. What happens is, when i import the mesh into udk with its textures applied, everything looks fine as it should. But when i bake the lighting, there are some horrible seams that apear…
(FIXED) Hi guys, I've got this problem with my normal maps where it renders a ton of small dots.. I have tried to push my cage a huge amount, reset x-form, changing smoothing groups and what not, but nothing helps... Anyone who might have an idea on how to fix this problem?