I reached the same conclusion. Its a precision issue of the normal map. the Flat area of the normal is not 128,128,255 but fluctuates between that and 127,127,255 Your solution did not work for me as add/subtracting didn't seem to do anything. What end up working for me was flattening the normal with a value of 2 (1…
Maybe it's easier to make this inset first and "repair" this later... also depending on the tool.. here in blender: I start with the partly chamfered cuboid (like asked in the other thread).. So because the top and bottom are n-gons a loop/ring select (i always mix the names for the directions up :sweat_smile: ) a…
Before moving onto something further down the body I decided that I should get the helmet detailed and textured. The main detail that I added on the helmet were slight dents on top and a textured surface to the strap to make it look like leather, I then added a scratched metal texture to the helmet itself and the leather…
[ QUOTE ] Hardly making their own engine, more like stealing U3 tech. [ QUOTE ] (4) Silicon Knights may alter the Engine without restriction (7) the game engine developed by Silicon Knights is totally independent of the Unreal Engine 3 and therefore is the sole property of Silicon Knights, or, alternatively, the game…
Hey everyone, thanks for the feedback! I still haven't had a chance to make the spec map. I spent this morning trying to redo the normal map to optimize the mesh and fighting with the AO map. The horizontal beam on the door has some AO that was rendered in max, the rest of the AO was made from the normal map. Ignore the…
@ KristianT - Regarding your question about making a scene in 3d app or in udk. If its for the rough size/volumes test u can do it in 3dapp. Not even need to get it into Unreal. It can be just for you to roughly estimate the possible size and composition of the scene. Basic boxes/cylinders r used in such case. Regarding…
edit: no harm done.Took a break from this, i have the habit of following the concepts 100%, which I've been told to "stop" doing, i think i mentioned it here somewhere that, the heads height was throwing me off and felt "alien", the concept artist did state to not replicate the design and that the view angle was highly…
well - i mean its on Godot now (as of when unity did 'the thing') so I'm not sure when or where this information came from if the thing about unlit shaders is true I'll be really interested in finding out what he did cos it sure as hell looked like it had lit shaders when i played it last