Wow, incredible paintover! I think with this appearence she looks much evil, and still looks sexy. I think this will solve the eyes question definetely. Thank you very much, ElysiumGX. Next up will come soon.
The samples just do a little smooth ( very little one ) but don't solve the problem. And i don't want to use ray trace shadows like you mention; i know i won't have issue with RT
Hahaha, yes, if I was given money for every time I've had to tell someone to hit "X" or "O" to solve the problem that's been dogging them for days, I'd be a rich man. Stupidest. Default. Shortcut. Keys. Evar.
I presume this is on Switch so they've not exactly got gpu cycles to spare. triplanar projection and alpha are unnecessarily expensive ways to solve the problem so If klunk/alex aren't correct I would be very surprised Simply offsetting the UVs used to sample the grass relative to object position can take care of any…
Had lots of crashes and needed to solve it before I sculpt again so it took a few longer than I expected. This is from my second model with a little different pose. I hope there's progress in my work :) Thanks.
HLODs should solve this problem since they merge actors at runtime. in ue4 this was wonderful and you could see what was happening and control the way it behaved. in ue5 you can't see what's happening or control how it behaves yet but it does still work (assuming you dont run out of memory while building them and if it…
When I generate normal maps I get seams where I split my model for UV mapping. The seams are closed of coarse after setting up the UV's, LW users will know what I'm talking about. Is it up to the shader to solve normal map seams?
I can't figure out the problem here, both of them have almost the same topology, and unwrapped the same way, the distorded one have longer polygons. I tried some diffrente approach but could only make it better by inserting a loop, but maybe there is a better way to solve this?
This is happening only with the marmoset 3.04, they are fine when first imported but if i hide the highpoly some of the pieces disappear, and some of them get this weird stuff happening, and it affects the normal maps causing artifacts too. Can it be solved or is just a bug for the 3.04? Highpoly.
I already solved this issue, I was using the generator in a wrong way. I needed to set a mask on the layer then apply the generator then the problem dissappeared. Well, thanks anyway and hope this helps someone who might encounter with the same problem.