So I need to rig up a human heart, the animation is relatively basic, but I'm not sure about the best way to go about rigging it. I thought i might try something using clusters, but I figured I'd ask here to see if anyone's done it before. It's going in to UE4, if that makes a difference. Thanks!
dunno how the line art shader works, but a guess is that it is reading the normals, and export from UE won't include shading information, so all the edges are hard. if you unlock the normals and smooth them by angle that may solve the issue.
sometimes if one person answers then others dont, but i am not the best person to actually answer this so hoping some more experienced enviro artist might chime in. I just saw that there is some missing information might be helpful to have for the question. I can only make a few general suggestions: since this is mostly…
I think your bakes/normals are suffering hardcore. There's artifacting/harsh edges on almost all edges of a uv seam. Consider splitting your material up for more texel density, and really abuse stacking/overlapping uvs to gain more resolution. Share your UV sheets too, I feel like almost nothing was straightened
I won't say anything about MCG at this moment. You could find out about things going on if you look at the roadmap or join beta. For DCM, we are still developing it. We added additional channels that it can digest recently with the edge weights and edge depth.
Initially there were no smoothing groups (hard edges) and that's what gave me the dark areas on the ouput normal map. Once I added a hard edge to the meshes that got rid of that error. I'll have to experiment a bit more with it and see if I can narrow down the problem.
Well then you got me. From my knowledge edge padding will bleed into other shells which causes issues. I guess there are ways to get normal maps to render properly without edge padding, or at least vary little. I am not aware how though.
Just to doublecheck since you included the Edge icon in the example code, you want to use a different, custom file with alpha, right? Otherwise, you could just use button theButton "btn" pos:[25,29] width:24 height:24 iconName:"Common\Edge"
UV editor window, on the right side under "Reshape Elements" click "Straighten Selection". It should straighten all of the edges and get rid of the slight bowing. You can also select individual edges and use the "Align Horiz/Vertical in place" inside of Quick Transform tools.
Do you have problems with the scene texture being clamped in the 0-1 space (and therefore resulting in black borders) when the model's edges are near the edges of the screen? I'm asking this because I whipped up a similar shader myself yesterday and had some problem with it.