I don't think its quality drop exactly. My idea is that "photo-real" on realtime rasterizing engine whatever advanced it might be still requires certain level of special visual style , an art transformation of reality . Not like usual stylized hand-painted games, typical for mobile games but still lots of show vs hide…
Here are the major things that stuck out to me: You have some area's where it looks like you have alot of edge loops that doesn't seem to do much. An example is the awning. Another example is the brick wall. I think you're trying to have some exposed brick, but it looks like it could use a bit of cleanup with the edges.…
Actually this very much has been a permanent issue with decals, and various specific techniques had to be built to fight it, ranging from depth bias to using the exact same polygons as the object the decal's gonna be on (because that way the exact same z values will be output, avoiding z-fighting entirely) to deferred…
Hello I have an asymmetrical portion of my mesh and up until now have been using the mirror modifier for retopo. I am not sure of the best way to handle the asymmetrical portion is. Do I apply the mirror mod and then continue, and will that cause issues for me later on the rest of the body? This is my first model so any…
mhofever: No problem dude! I dont think I got as much info out there as I should have.. I get stupidly nervous doing those streams, haha. Shameless plug, but were doing a UT livestream today on http://www.twitch.tv/unrealtournament at 2pm EST and were going to be showing a little bit of the process for making the level. It…
Hey ! New project for this new year :D I decided to work on a futuristic building with clean texture Heres where Im at for the moment : I blocked out some ideas as well : This needs some paintover. The shader used for this building is pretty simple (I can post it in details if you want). But basically, what it does is :…
Ohh.. i didn't mentioned: i'm from europe and i was assuming something like "certified schools" for a big deal of areas and also 3D exists for other countries, especially the U.S. ; but it seems one can do a lot without proper training/education/qualification there but has to deal with any consequences like not finding…
Single decals could be a viable solution, it's probably a problem with the shape your texture in the decal that is the issue. (I only see your mockup, but I cant see a string of decals in any image above). But from what I understand, using lots of decals in succession like that is costly for performance. If I were doing…
I only worked for racing titles and couple last decades for just a single one actually . And no, consistent texel density is not the requirement . A car cockpit has smaller texel size than outside, then track surface , then outside terrain and track side objects. I recall we once had a calculator of how smaller texel size…
Hi all, I'm struggling to find any solution that would work the same as spline decals in Cryengine. In UE4 it has to be textured mesh (plane) which has it's obvious negatives and it requires a lot of manual tweaking and I found it impossible to integrate it to the landscape without visible seams. Have anyone alreday found…