You're not doing anything wrong. This is just the way normal maps work. Here's a site with some info that should help you: http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html Basically your lowpoly mesh probably needs more geometry to allow the normal sampling to be more regular. If you try baking a cube…
alright using my extremely limited scripting knowledge (copy and pasting stuff from existing scripts and using the listener) I've created this; macroscript GlobalDelete category:"Yozora" buttonText:"Global Delete" toolTip:"Global Delete" ( On Execute Do ( if (classof($.baseobject) == editable_poly) then ( if…
its actually quite simple - just create that main shapes with many, many more loops on both axis! Since it is a very 'industrial' shape you wont have much trouble keeping the surface nice and smooth. Kindof like what EQ suggested regarding that reference picture you posted earlier.
If you want to use a single texture to fill a large area, it's best to rotate the UVs a little on the W axis, so the tiling doesn't follow the lines of the room. Should make it less noticeable. You could also work on removing more of the repeating patterns.
Wow guys, thank you so much for the feedback. I want to boil this down a bit and fine tune it. For the purposes of my specific project. I've been programming for more than a decade, although not on games, and I understand the difference between a realistic and unrealistic project for an indy to tackle. I've been in the…
[ QUOTE ] Can somebody go explain to the Internets the difference between resolution, aspect ratio and field of view? They're really starting to piss me off. http://www.joystiq.com/2007/08/21/bioshock-widescreen-issue-causing-complaints/ [/ QUOTE ] Resolution is the amount of pixels displayed on your monitor. So if you…
Thanks!! The rivets drove me a little crazy at times, I didn't really plan on doing them but seemed to keep adding more whenever I felt like an area was getting close to done. Some are placed by hand with Modo's tack tool (select rivet, click on surface you want to snap it to). Most of the dense areas were done with the…
12min Fully unwrapped 416 tris You probably need to explore the setting some more, it makes really low poly trees too. Out of the box its high poly with a lot of leaves. but there are options to turn on facing planes that can be converted to regular geometry. You can dial up or down the number of planes it uses to suit…
Unreal has some pretty strict guidelines for mirroring if you don't want to see seams. The rule of thumb - mirror only horizontally. You're UV seams will also need to be on a perfect vertical, no curves, just straight lines on the vertical axis. As for the second UV channel, this only has to do w/ UE3's real preview in the…