I've tried disabling light tracer but it doesn't seem to make much difference. The real problem I'm encountering is that anything which comes into max from ZBrush just takes forever to bake - eg a ZB mesh optimized down to 450k will take about 10x longer to bake in max, than an equivalent 450k subdivided object in max.
So I'm trying to make a base head that I could reuse as the starting point in future projects instead of sculpting from scratch each and every time. I'm definitely gonna do some more work on the eyes but what do you guys think of it at this stage?
Is unreal applying a tone mapper on textures by default ? Is this gonna affect how the basecolor is displayed in the engine or is it just affecting the unlit mode? I disabled all lights and post process. I ask this because slight differences in the base color can make a big difference in metallic props and i was wondering…
Hello people. NEW UPDATE! I have been working on the high poly and I have finally finished it (almost). This is taking me more time than I thought at first glance (I thought that this project was going to take me 1 week and I will need 4 more days than that...). But I have finally get to the part where I will start making…
I've been trying to learn basic modeling since about Feb of this year in order to build and texture some farm implements in Blender to use in Farming Simulator 2015. The impetus is that most modders rarely texture their work and the results are an eyesore in-game. Actual modeling of high poly things is going well and is…
One of the big difference on next gen enviroments is the 3dness. Yes, a building has always been 3d, but now you add depth to that. You sink in the windows and doorframes, and you extrude out the windowsills and shutters. What passed for an environment on the PS2 is more likely to be the LOD for the environment on the PS3.…
I really like to use zBrush for baking since UV matching is faster and is free of projection errors (and it can bake HD subdivisions). Unfortunately the displacement and the normals baker does not take into account hard edges in the low poly. It bakes as if the low poly is smoothed by a subdivision algorithm. This means…
Damn, youre right. Could it be possible to questimate, like if a lamp would be X amount of distance away from the player, optimizer would know how much bloom it would produce and adjust the lod levels around it accordingly? i hope you can figure out what im trying to say here.. im really not pro with all this. :D So the…
AssetGen is a tool that will convert your high poly into a game asset by reducing the polycount, it does the UV Mapping, bakes your textures, creates your PBR shader and sends the result to the game engine in a single click. It works very well on stylized static meshes. The tool comes with tools to help you create your…
What are the mistakes you can spot? Also, please tell me what I should of done instead. End loops that can be ended without changing the silhouette of the object How many pieces is considered acceptable for this type of model? I would have modeled the main pieces together, that saves on UVW space Is it easier for the…