Oh, I apologize for misunderstanding. Like Eric pointed out, even open-source data can have its challenges regarding these concerns. We'll certainly have more internal discussions on this matter. Thanks for highlighting it!
I think I got a better bake now with some redoing on UVs but. The seams are still there if you zoooom like really really close. We'll see when I start texturing. I know that also I kinda made the bevels small so that might be the issue too. Might be. But I will read the posts that Eric Chadwick sent. I will see if I can…
Epic release the February update to UDK Epic Games Releases February 2012 Unreal Development Kit Beta February 29, 2012 - Epic Games, Inc. has released the February 2012 Unreal Development Kit Beta, the latest version of the free edition of Unreal Engine 3 that provides access tthe award-winning 3D game engine and toolset…
https://www.artstation.com/artwork/4N51K1 This Playable level is running at 1440p - 40 Frames per second on a RTX 2080 on Epic Scalability Setting. (Unreal Engine 5.3) Over the last 3 months I have been working on this playable level as both an optimization and environment design exercice, learning all the intricacies of…
Hi Eric! Hit me up any time if your team needs to consult on USD. Yeah, I was the technical artist for Black Mesa for 5 years :) I did our Max tools and helped with various assets and some of the environment work on the Xen chapters. I miss being on the creative side, but I still dabble on personal projects. Now it's…
"I 3D scanned real popcorn and baked it down onto the pile using a diffuse height map." Could you elaborate on that, please? Might be about terminology, but I don't quite follow. You scanned individual pieces or a bunch of popcorn? And since you seem to be using a displacement map / tesselation, did you take the height map…