But if you consider tessellation and the fact that it's not a "magic" feature since it means authoring an extra (height) map for every asset, not necessarily fitting inside the memory or shader ops budget of their scalable engine ... then it just makes sense to not have it, right ? Even crease-based tessellation can be a…
So ya saw a bad parent let their kid get MF. for all ya know the kid didn't like it and stopped playing. I'm sure more kids die riding a bicycle than playing video games. Worry about that more. Kids going hungry because they're parents are out of a job. Worry about that. Kids being neglected or beaten by dirt bag…
Long story short, when you create maps in a program like Xnormal, only the lowpoly mesh needs UV coordinates. The highpoly model doesn't need UVs, or matching topology / vertices; it's surface only needs to occupy the same general space as the lowpoly model. The baking tool will start a certain distance out from the…
If you're getting that message, then the model you're importing isn't the same as the lowest subdivision level. When done right, you wont get any message at all when importing the updated OBJ. You'll probably want to turn of the Grp export option in zbrush, uv the result and then reimport it. Perhaps also worth noting is…
the question is what kind of input a movie director can bring to a game. these people are used to control every little bit in the storytelling, aren't they? whereas the most fun games i have played have always been those which give you freedom. personally, i like story- and cutscene-heavy stuff like MGS, which kinda is…
First off, what software are you using? If it's Maya, you can solve this problem by averaging the normals of the low poly on those verts which occupy the same world space but are part of different mesh chunks (aka shells). Ths will make the low-poly appear to be seamless, and a normal map generated from this will look…
Steampunk pistol made by tutorial and concept of this guy https://www.artstation.com/artwork/8lJ6PE You can compare my artwork with the author's artwork. I've modeled in Modo, sculpted in Zbrush, started UV unwrapping in Modo, and finished and packed the UVs in Rizom UV. Baking I did in Marmoset Toolbag - I like the…
I'm not too sure what the outline for the art test is... But... Why are you side tracking from the concept art? The changes you've done to your version makes it look completely different than the original. Without the blue tones from the concept art (brick and roof), I feel like your model (being heavily warm) looks like…
I don't know about the black splotch, but the stretching you see seems to be an issue with the way you have made the UV layout. See in your last checkered image how the squares along the seam are different sizes than the rest of the squares? That is your visual representation that the UV's in that spot do not have the same…
Looking great :) Something that strikes me about the reference image is the floor - it occupies substantial space so improving that texture would be very beneficial. In particular, there is a lot of great specular variation in the reference. Having a detailed roughness map could really improve the feel of it, though I…