hmm. maybe it is just a matter of the detail being too subtle. though just as a test, i turned up the spread to 40, and the samples to 256, and surprisingly i still saw pixelated sampling on the model. i think i may be able to make due with that map though, after some photohsop tweaking
This is rescaled to roughly DS resolution - you'll definitely want a larger texture for the rocks. Perhaps it's a good idea to have a single viewport resized to approximately 256x192, with the VP rendering set to mimic the DS. What I meant about moving the vertices, is to make the floating trims actually float a bit - have…
Woo, it was that, great that it was easily solvable :) Crank dat shit up to 256 and give us another cozy render asap :D Loving this thread and sharing it, would love to get a rundown on how you baked that red machine by the way, if you have time :)
The final part to my assignment was to creat a low poly model of my model at 25,000 polys with everything in mind knowing how the process works from start to finish i feel as though i could develop a better outcome now. Here are the final maps i made for my model a diffuse map, normal map and a ambient occlusion map for…
If I recall correctly, 'cinematic' will retain the full image resolution. I usually pack extra data into the blue channel of my normal maps so avoid using TCNormal compression. You can easily reconstruct the Z coordinates using the DeriveZ material editor node. I'm not sure if UE4 interprets 0 - 255 normal values in 0 - 1…
I don't see how this would be an issue. Especially with lower poly counts when you normally work in triangles to get the most out of every last one. Like Piflik says, it's common to triangulate models by hand so you get total control over how the edges flow. If you leave it to be automatically triangulated you sometimes…
Aw, you guys! All this love makes me dizzy! SirSpangles: No script used for the pipes. They were made to fit the grid, straight sections of 64, 128 and 256 units, bent sections of 90 and 45 degrees. I did some custom parts where the grid failed me (or I failed the grid) but other than it's not very complex. Unfortunatley I…
People don't like to post in sketchbook because it gets 1/25th the views, and less replies as well. It's just not a high traffic form. It's cool some people use it, but because of the low view counts a lot of sketchbooks get overlooked. Maybe we should include one sketchbook thread a week in the weekly recaps?
Its about 150% zoom. Here is the same piece but only AO. I baked it in Xnormal with 256 rays. In raw AO bake you can see some things that can caused it but I blurred this AO a bit in the first post. I also noticed it changes depending on opacity of the AO in psd file. I will try to make higher quality bake in Xnormal.
will do soon I've got flats and stuff for some of the props that I made. I need to fix the spec on this just haven't gotten around to it :P The post which is barely visible ^^ all textures for props are at 512 the fence is 512x256 and 256x256 will get some other stuff up tomorrow.