Hello. I have problem baking intersecting objects in SD. Even with Match option intersecting meshes appear where they should not. Example Material ID map: How to get rid of red id appearing on green?
Spent sometime rebuilding the skin/hair shaders in the UE4 Digital humans content example and threw this together to test them on, more breakdowns and stuff on my AS
Hi! Hard edges, soft edges? Best read up here: Making sense of hard edges, uvs, normal maps and vertex counts Wiki contains more info generally. Smooth shading works as well, but because of the gradients in shading the normal map has to compensate more (gradients in the normal map). If the lowpoly is smooth shaded and is…
Looking for an artist to concept and blockout sci fi / cyberpunk scene example https://s_schulz.artstation.com/projects/58GaYw pm rate / similar work or submit sample
One good example is this Robot here. https://www.artstation.com/artwork/wXzPg And this old Mari video here at 4min. https://www.youtube.com/watch?v=chn60uPGBv0
Best is to post an example Graph and your problem on the AREA. One of the developers will take a look. https://forums.autodesk.com/t5/bifrost-forum/bd-p/6060
In L4D series for example, they don't use any Normal Maps on the Zombies for their folds and such, they make clever use of Diffuse and Specular, so as said, it all depends.
Some stuff here http://wiki.polycount.com/BodyTopology Especially check out the Brian Tindall and Jonathan Williamson links... for example Tindall's http://www.hippydrome.com/LLeg.html
It's now five years old, so there are some differences - but fundamentally it's the same. UT3 lacks lightmass and landscape, and has a lot of material nodes missing, as an example.