I make an ambient occlusion bake based on their high polys with the Self Occlusion option set to "Only Same Mesh Name" (I don't like the "Always" Self Occlusion results"), then I make another bake without the high poly with the Self Occlusion set to Always. I merge both of these bakes in Photoshop then get back to…
I have yet to see any real explanation for why the team was let go, and I’m somewhat hesitant to assume it’s because take 2 thinks gen ai is a bad bet. When I first saw Luke’s post I had that same thought of “oh good, it’s happening” but dug in a bit more. There’s responses and likes of his in the past that call out gen AI…
So I would like to ask a question that I'm asking myself since a very long time now. I'm a Maya user and now experienced to deal with vertex normals. I have also read some things here and there about smoothing groups and I think I understand them too, even if I don't use them. However, I really don't understand what is the…
So I've done a bit of testing with normal maps in Unreal to see how optimal I could make my results, after testing different things for years. I've known about smoothing groups causing issues for normal maps for years. But only recently learned about how different engines use different tangent spaces and not all normal…
You find compromises. Couple of solutions off the top of my head in no particular one better than the other: Simply bake with opacity to simulate the holes and save a ton of geometry (and makes baking much easier. Geometry is cheap, but it'll be a pain in the ass to make sure your cage properly bakes those tight crevices…
It looks like there's a ray miss where the hard edges split the mesh. Hard edges that aren't pared with UV splits can generate extreme normal values that will cause artifacts when blending across the split edges. This can be resolved by adding a UV split along the hard edges and adjusting the padding so there's adequate…
Sort of right. When you have a properly synced baker/rendered, you start to run into issues with resolution. IE: if you dont have enough pixels to represent a gradient, say on a long thin triangle, you're better off setting some hard edges so the gradiation on the lowpoly smoothing is less. This issue are compounded as…
I will absolutely look into doing clear-coat when I try to optimize this down. Thanks for the replies! I am back with an update. I spent most of yesterday refactoring my previous result, with a refocus on pushing PBR and trusting it over curating a certain look. I also dug an old reflector out of the garage and studied it,…
I was slowing typing out a response here to everyone that offered advice when I stumbled on the issue: unreal doesn't take the material into account when lighting! I thought I had checked this issue when I viewed the 'lighting only' mode (as posted in that large image above) but it turns out that mode isn't just the…
make sure your material is white for both the low and hi poly, and that your normal map is not applied to either. ill make that mistake sometimes where ill try to take a look at the normals, see something wrong and leave the map applied, then bake again. i get a new bake with the old bake on top of it. if by some chance…