The usual specular model makes surfaces tend to perfect reflection at shallow view angles - mainly because that is actually what happens in real life, you just don't see it much because its hard to put your head close enough to the ground to see it (also atmospherics etc). The only non-bullshit option is to apply specular…
This is the way I understand it... A vertex along a hard edge will get two different vertex normals, pointing in different directions. When a mesh is lit with a normal map on it, the renderer (game engine) needs to calculate the axis tripod for each vertex normal... normal, tangent, and bi-tangent. This is called the…
@oXYnary "I use medium meshes to get detail that won't be as warped (even with skew) versus if I had gone straight to the in game version. That and have you handed in a mesh to be told it's too high in polycount? Using the object space is a shortcut to this." It seems like you're causing more problems for yourself here…
Hi, Pathetic: 1. If you look closely at the geometry of the tower base you can see that it is not perfectly round and has some edges. Id say that the artist used over lapping UVs for the base. In fact, if you look even closer you will see where the texture repeats (look for a specific crack and then see where it repeats…
So here's an update on the Thompson. Just the low poly with normal bake and a temp Substance AO bake (xNormal takes forevveerrrr). Still have some issues with the grip to work out. But other than that if you see any issues let me know!
Alright, after some dramas with max + ao i decided to go FU max and did my AO back from xNormal. Tweaked the normal map, gotta get rid of a few shadows in my AO from the floating but other then that, time to texture!
For my bakes I used maya and Xnormals. I just compared both bakes and used what looked better. Mostly Maya bakes came out on top just because the high poly was done in maya. Also some normals are done in ndo2.
yeah I did a ok sculpt but I've been having a challenge getting the normals to come out clean enough to use. Artifacts and flipping stuff like that. Tried both mubox's baking and xnormal with little luck. update replaced the clashy reds with blues
Time for some UV Unwrap also polishing Low Poly to get the final version of the model and for the end some fast testing texture projection with xNormal. Just normal and AO map projected. https://www.youtube.com/watch?v=t-U24uZaVjU&feature=youtu.be
Hey guys, I'm modeling in Modo and baking an object space normal in Modo, then converting to tangent space in Xnormal to use in UE4. I've already used this workflow for a lot of assets but I'm getting a weird error that I can't solve. I'd appreciate any help!