The impression I get from your work is that you've kind of type-cast yourself into making only highpoly 'portfolio worthy' pieces. Because of this you're feeling creatively stifled and bored each time you try and make another such piece. Try this; For each new piece you make, do it in a completely new/different style. Try…
Hello! Thank you for answering, I'm pretty sure I have done those things which is why I'm so baffled that I'm still getting these errors, like for example at some other point I didn't get them, it just seems so random. Here is my cage, it kind of improved the screw but it still has those weird pixelated parts. There are…
The amount of resolution your UV islands receive per pixel (or scale of the islands to put it extremely simply). You can tell there's a mismatch in texel density as you have a sharp, crisp high res bake on the sides, but the middle problem area is blurry. That doesn't only seem to be the problem though, there's some gnarly…
ya the wind direction bit might be possible but difficult since your would be trying to push the vertex shader using pixel information whcih i dont think udk will let you do. Also the whole concpet behind hpw flow maps work is tired into how uv coordinates are represented , so how exactly do you translate what it does to…
Test bake and wires. Anyone have any suggestions for the bake low poly I'm all ears. My edges are too tight imo in various places, but I figured I'd see what feedback the pc peeps would give. I'm going to have to exaggerate some of the details, as I don't have the pixel res to support some of them. To answer your questions…
thanks for the advice Pixelpatron! that video was great! I would love some help, if anyone knows the solution. I'm having an issue with this scene (sorry if this is an easy fix, and I'm not seeing the obvious reason for it) Anyways, if you look closly at the wall on the right, the picture frame on the right wall as well as…
Those plants look very nice :) You might want to do a bit of optimising by clipping your mesh to closer follow the silhouette of your texture though. Having empty transparent space on your mesh increases the possibility of Overdraw (the time wasted by the graphics card drawing transparent pixels to a screen as well as the…
Two thing really quick. 1) Watch the size of the details and make sure you're not sculpting a city on the head of a pin, then stepping across the street and taking a picture. You're dangerously close to having details that are smaller than the pixels you would bake this out to. 2) Sometimes sculpting detail isn't the best…
You should work more on how you assign your texel density. Having uniform density across the entire model isn't always the best approach, I mean how often are you gonna see the bottom of that fridge? Chop that off and shrink it down. The same goes for the TV - the fully-occluded wooden part on the bottom is taking up a…
But if you have a 90 degree angle and you're sculpting on that corner or smoothing the high res mesh then technically it is not a 90 degree angle. At least internally. Your blue finger like things on the blades jump out as being a piece that should only have a seams where they meet the blade. You seem like you're taking…