Here's a quick test I did using a single smoothing group synced workflow between SP and UE4 Bartalon is correct, the smoothing artifacts will be visible on your normal map but this doesn't matter in a synced workflow as both SP and UE4 are calculating the tangents/bi-normals in an identical manner(mikkt) NM is 16bit…
Here's a quick screenie of what is actually happening, 3DO does not display a mesh once it opens as it doesn't like my custom meshes, and when switching over to one of the default ones I am presented with these strangely sub surface looking meshes that do not use the DDO generated textures, no matter how many times I use…
You can use the Texturecoordinate node to access additional UV channels. By default 0 is your texture channel, 1 is your lightmap channel (you can change this to whatever) You can plug the texcoord node into whatever map and set it to whatever number uv channel you want to access. And yes, extra uv channels will add draw…
Thank you, @queenofrice! I'm glad you like them! And no, they were drawn digitally in Krita (it's free) using mostly this brush (I believe I didn't change any of the default settings): The cool thing about these sketch brushes is that you can quickly fill in large areas with one stroke, which makes sketching with them…
^^Oh yeah, that too. I just wasn't sure if it was a lightmap res issue at first (thought I was having FBX import issues at first because I was having weird smoothing issues as well, but think I figured that one out occurring due to unnecessary Triangulation on export or the scale of my model (maya default scale is tiny…
No Final Fantasy is the series for me but the true sequel in the series is Bravely Second. There was something special about FF 4-10 where I'd put over a hundred hours in each one. Even with the really weird/bad design decisions of Bravely Default, I still had way more fun with that game than I did with recent Final…
The extra tooth jumps out quite a bit in the promo image but in the finished set, it blends so well into the face that I though it was part of the default model at first :D Really cool set, great execution, but as some people on reddit said, it's lacking a bit of color/material separation which makes it hard to tell the…
Hmmm I personally feel that this sword is a little too generic. The blade shape is pretty boring (literally straightforward) and the details near the handle won't be really visible ingame. Also I think it's too dark, for the sake of readability you might try using some of that blue glow the default blade uses to create…
Everyone keep in mind that spoiler tags don't work in the notification email [of this subscribed thread]. I don't even click that email if I'm not up to date, but I usually watch it live and I'm in the first time zone it broadcasts. Still, I hate spoilers so I try to avoid breaking anything significant by default. Also,…
Did you read what Eric Chadwick had to say? He's right on about it. Read that whole sticky thread he posted (most notably, the posts by Earthquake), and that'll fix your issue. It isn't so simple as hardening the edges. You have to harden them before baking, and use an averaged cage instead of xNormals default ray…