What is best practice for getting good real time rendering of tree canopies in game? Should I soften all edges in Maya before exporting or keep the Alpha Planes all hard edges? Most of these planes are 4 - 6 poly So I get a bit of bend on the branches. What's common practice? Thanks a lot!
Hi! Did you create manual lightmap UVs? Doing so, you could add another loop in the flat area and then lightmap UV the whole opening as a straightened strip. You could probably ditch the bevel and let the baked lighting do the edge smoothing. The other way would be to simply increase lightmap resolution. Share the mesh if…
Hi, I try to unwrap UV map for a mesh like this one. And I want it to be usable with tile texture which the texture should be curved along the walkway. Though, no matter how I try to unwrap it, it will always appear distorted like this. The UV got straighten in UVlayout. And this is the result in UE4. I followed many…
Zbrush 4.0 3ds 2011 So i'm having difficulty subdividing my pillar and keeping it round, but also keeping the edges hard in certain places. I know I could create a "control edge" in 3dsmax, but that would make those edges too dense after I sub-div it. Is there a plug-in for zbrush 4.0 thats like the SmoothGroupImport ? I…
Hi. :'( I'm baking a Texture Image for my 3D Model, but I'm having issues with jagged edges. Some parts on of the image has Jagged edges. The edges shows when I apply the Image to the mesh in UVMapperPro, which means it will show up when I put this object in my game. I seem to be having the same issue mentioned here when…
For the baking and texturing i use substance painter and am using layering materials (Base, Details, finer details) with triplanar projection (also if i used in masking fill-layers). I just recognized that the screenshot with all materials hasnt been uploaded here before, therefore the confusions: i am sorry, this is my…
Thank so much , really appreciate your time! I should clarify, * The reason it's faceted (not smoothed) in the Blender file is because I was only focusing on trying to find out where/why the stray verts are coming from. Before i noticed the problem, I had been Smoothing and Triangulating it all for export as .fbx file. My…
Hi! I’m new to modeling and practicing SubD in Maya. I’m working on a bottle-like piece and I’ve reached the rounded end (think test-tube bottom). I’m not sure what the best way is to close this shape under smooth. Because it’s SubD I assumed it should be all quads instead of collapsing to the center, but when I fill it…
here we go, this is is all the same mesh from the left with different settings and levels of support applied. 1. being the base 2. with support geo/quad chamfers 3. unaltered creases 4. bit of support geo 5. fully supported lemme explain support loops can carry a lot of stuff such as the flat top in this case as it offsets…
No it's not a pluing. Adobe made "material" panel few years ago where you could load sbsar. it reads a layer as rgba input. Makes it into smart object and put live sbsar processing on top of it. So far I use height to normal map ,height to smooth curvature and height to AO "materials" It works best if you document follows…