[edit] this will probably be my last post since I've started to derail this thread by taking a philisophical stance instead of a pragmatic one [ QUOTE ] I also disagree that part of the evolutionary process is extinction - that ties back with what you mean by "something better" but in my book, extinction is evolutionary…
@Burpee Cool thanks. The noisy parts are as a result from the Viewport resolution, I wasn't able to do a higher resolution export of the viewport, I just made a screenshot, i would love for substance painter to have a type of 'render' setti g to output a higher resolution image with less noise in the details, the other…
Thanks all for the comments! I'm glad you liked it! :) PyrZern, the Knight's maps have 4k resolution while the Axe maps have 2K resolution. Normally I always double the resolution size of maps just in case I need better resolution for presentations purposes, and it is always easier to scale down the maps later on without…
Is the ground BSP or a static mesh? If it is BSP you need to use a lower lightmap resolution isntead of higher (The value is the size of the texels). If it is a static mesh you probably need a very high resolution to get any shadows. What you could do just as a test is replace the ground mesh with BSP and put the…
@fairlyBread Nice, that sounds like a plan :+1: I think using some tiling trims and re-using texture space would enable you to maintain good/ sharp texture detail without needing to go high resolution. Personally, I like bringing the assets into a game-engine, since this opens up more options in regards to lighting,…
I wanted to see what this character could look like in Redshift. It's very tricky to get the skin shading right in this application. I used scanstore textures which were not the highest resolution. It worked well for a Unreal Engine project but perhaps for redshift it could be better to use xyz texturing. Especially the…
Hey guy's , we are proud to pronounce our WIP project We want to " promote " it here so people will get interested in it. We think that we are making something special here , that hasn't been done before and maybe you will think the same. If you have any questions regarding the project or you just want to know about us…
The processor I suggested was "AMD Phenom II X4 925 Deneb 2.8GHz" Which is still a Quad-Core Processor, but is the Phenom II, and has 400MHz on the processor you picked originally. More video memory is great if you're doing high resolution stuff, but 512 is pretty standard. They differ in performance the higher resolution…
Since it's auto generating it might be that it uv'ed a split right down the center for that second uv channel. And then when it renders the lightmap, its at such a low resolution that any difference shading is really obvious. You might be able to check and make sure in the model viewer and just looking at the uv's. If…
Under "Lightmap Resolution" you have it set to 512 texels per unit. That means on a 1 unit x 1 unit poly you are calculating for 512 texels. If an object was 10 units, then it's 512 x 10 units. But you also have lightmap size set to 512, so the entire map is maximum 512. Try setting the Lightmap Resolution to 4 and leave…