Below is a clean and simple 128x128 map imported into UDK with default normal map texture settings. Artifacts appear only on slopes, the two flat patches are untouched by compression. Conclusion? Your detail mesh and render mesh aren't parallel to each other. Most likely your detail mesh contains bevels but no solid…
Nice tut Bonkahe thank you so much!:)a few perception about your scene. The player looks very small compared to the walls.This means your scale is need a little work. I had this too, but fixed in UDK with scaling down everything to 50%. As i see, your scale is mostly the same as my old one,so scale it to the half or…
Thats why I am asking is it even possible to program. Can a computation see if a sudden change in the cagesnormal maps bake actually corresponds to the surface? Like I said before sees when the cage intersects itself (alah) L areas. When the cage is below the high surface. When the distortion from too far a distance (alah…
Looking so much better dude. I am now here to nitpick and vomit ideas. Maybe some will resonate with you. Well positioning works nicely for composition but needs some more love...what if was maybe a shrine or gong or something instead? or at least had more details..crank and what not? more small details....shoes outside…
meshiah, sort-circle_tool and ZhCG_PolyTools (what i use) both can do what you want. Just tried it, deleted one quad polygon and offset verts so that it's not exactly perfect rectangle. sort-circle_tool and ZhCG_PolyTools made that polygon back to perfect rectangle again. What would i like one of these tools to do is if…
@BucketOfNuggets Hey John, No worries at all man... I'm all about helping and sharing :) Now to answer your question, the floating decal technique I used in my scene was mainly applied to building corners and the flat surface sections that needed breaking up... essentially almost every corner of my buildings have a decal…
Overall the site is clean and simple to navigate. A few crits on the content - the pickup truck - it looks like there's an environment cube mapped to the hubcaps - the lighting from that doesn't seem to match the scene, and that doesn't appear to be mapped to the other reflective surfaces - like the windows. The wear of…
That's not the soft edges from my low poly baked on my normal map. That's a result of the surface normal being interpolated (blended) over the surface of each triangle. There's nothing really wrong with this so long as it looks good in-game, but if you change the topology of your low then you have the best chance of…
Seems like by using a sky light it uses the emissive map to emit static light. This is how it looks so far. It doesn't seem to improve that much... I'm still figuring out how to do proper lightning. Added a few effects and the blood. About the blood. It is a material applied to a duplicate of the mesh on top. I don't know…
Bugo> Sound interesting. How do you mean I should do this? In my other multipurpose shader I already have the possibility to color tint based on 1) how lit a surface is and 2) how much the surface is facing the camera. Could this depth info add even more to faking SSS? I'm not getting depth info in the sense "how thick"…