As I have conjectured from a recent situation, if you hit the marks of: 1) You have stuff that is immediately relevant 2) You have other stuff that says you can do other things You're in the running. 1 is most important, since that's priority. 2 is just a stretch "just incase" situation.
Not sure why you've measured her at 8 1/2 heads tall... her heel is clearly on the floor at 7 heads tall, and you can see from the concept that she's got a somewhat short and petite build. But you're sculpting her at 8 1/2 heads tall and it's looking reeeeally weird.
Have you tried the snapping the UVs to a power of 2 minus 2 grid? https://answers.unrealengine.com/questions/92819/lightmap-uv-alignment.html http://www.reddit.com/r/UE4Devs/comments/246whl/the_most_important_thing_about_lightmaps/ I haven't been working too much with lightmass in UE4, been using mostly dynamic lighting…
ok guys thx for the input i just submitted 1 of the tests yesterday so only 2 left and i still got 2 weeks now . still no response ... not even something that indicate that they've received my email . should i continue ?? i start thinking that i might be in the spam folder
Figured out the issue. My 2nd UV channel was being rewritten in the import process for the lightmap. I just separated my display from the body of the monitor and created separate UVs instead of having 3 UV channels for 1 mesh, I now have 2 meshes with 2 UV channels each.
I split each strip of flooring into 4 sections which allowed me to increase the perceived texture resolution significantly. As it sits right now, it's just 2 materials, with a diffuse, normal, and spec map each produced from 2 substance graphs. I'm having trouble with the lightmaps on the ramp section of the ground though.
Thanks, here is part 2/3 which deals with Low poly mesh creation, UVs, texture map renderings. Part 3 will have texturing and exporting to game engine. [ame=" https://www.youtube.com/watch?v=GrDU1toNV6A"]Rock modeling techniques [Part 2/3] - YouTube[/ame] Yup thats me :)
2 quick crits, I have a meeting in 2 mins. Your Iron support beams along the wall almost look like a greybox asset. Fix the texture and maybe give them a bit more detail. Leaking Decals/Textures are too dark, make them blend in to the wall better (lower opacity)
k tonight i will find the shader i made doing this and take some screens + a little write up for you. i took it a bit farther and use 2 vert colours with my, useing the red channel, to blend between 2 texture, and using the green channel to effect how hard or soft the transition is.
What do you want to know exactly? There are 2 ways to make an anim continuously playing in game. 1. Anim blueprint - state machine - make it its default and only state and then it will play that anim forever 2. Just add "play animation" node on event begin play in ts blueprint, and set it to looping.