@Eric Chadwick, cool! This felt like a better alternative to sculpting detail, but I was vaguely worried that my reasoning for using this method failed somewhere ='D (Of course, simply doing it in texturing may be a better way for some of these usecases) The node tree is rather simple, but added a few more options:
Hi! To sacboi's point, you might want to tighten up the mesh shading of the environment using hard edges. Since it's textured using a trim atlas which was baked to a flat plane, the normal map is not compensating for any gradients in mesh shading. I would note that the of the shading of the hero asset in Unreal appears to…
I've looked online and found a bunch of people with this same issue in 3d max, but do not have a resolution yet. The dope sheet is randomly creating these "NoteCount" and "day1refCA" tracks. I have no idea how they're being created. I've reset and merged into a clean new scene, but randomly the issue begins again. Any tips…
I have updated Ninja Dojo on the Ninja Dojo Page and Creative Crash 5.4 updates Ninja Dojo 5.4 1. Changed Outliner Tab to say OL. This will fix a small UI issue on Mac OSX. 2. There is now a quick display toggle for shelf time range command and help. Ninja Mesh 1. Fixed an issue wish select by same name with groups. Ninja…
Yeah I've tried swizzling the Y channel with xNormal and doing the same in max and all possible combinations. It doesn't seem to really help much with the seam. But just baking the normal map in xNormal alone I can tell is much better than 3ds max baking. At any rate, thanks guys, I think I've got mostly everything figured…
That's a gross misrepresentation there, Calabi. A great deal of Blender's development happens in at the Foundation and all people keep in contact through IRC. Every two years, the Foundation gets a bunch of artists together in Amsterdam to make a short movie, with the programmers sitting mere meters away from the artists.…
With this approach i don't think i'll use a base texture at all, unless it's for something very modular that should be viewable from a lot of directions. I would definetely try to just use generic textures. Also i would most probably add a vertex paint node in to allow painting some of those extra layers in manually for…
Thanks @WadeWT , that gives me a lot to go off of. I don't know nothing about writing shaders beyond basic work with the UE4 material node editing (which I guess is just visual shader scripting), but maybe with a few weeks of research and experimentation I can come up with something decent. Maybe that is totally…