Unreal engine uses DirectX. Also remember to tick "Compute tangent space per fragment". You can find all this in the documents so you don't need to guess things. EDIT. just noticed you actually bake in Maya instead of Painter. Iirc Maya has it's own tangent-space so you might get shading errors in Substance/Unreal as they…
The gradients you see here are the normal map trying to compensate for the vertex normals/smoothing of the lowpoly model. This isn't a bad thing persay, its exactly what you should expect to see. Though if your baker isn't synced with your renderer, you will get smoothing errors with this sort of thing. You can try setting…
Alberto: Cheers man :) Glad to hear you like it. Here's an updated version, I have managed to remove all the lighting errors and added some subtle fog. I have also increased the Indirect Lighting scale setting. I could bump it even more, though it's set to 3 at the moment and I'm afraid that taking it further may affect…
As a tip, the lighting engine in UDK likes sealed objects. floating planes are more prone to causing glitches and errors with lighting, so spending the time to make it a rectangular prism for a wall instead of a plane is recommended as the extra polys wont count for much. Plus by putting some "unused" sides on objects…
Have you already assigned a colour ID to the Smart material while before you have saved it? I have been having issues when saving smart materials when I had them pre-assigned. Thats when I have had Photoshop dish out errors. Should save fine as long as no Colour ID's have been assigned before saving.
still in progress at the moment, but i did have a go at creating the eyes and as this is my first time sculpting a head in zbrush I did have trouble creating the eyes. I spent few hours just on trial and error, i tried to approach it from different angles and nothing really worked for me. But in the end i just randomly…
Update! It turns out using surface shaders are what's failing, not the structured buffer conversion: This works just fine: CGPROGRAM #include "UnityCG.cginc" #pragma vertex vert #pragma fragment frag #pragma target 5.0 StructuredBuffer<float4> Buffer_A; This does not: CGPROGRAM #include "UnityCG.cginc" #pragma surface surf…
I still dream of the day we get auto uv-mapping. That's all I want gone or automated in the 3D pipeline. Modeling is fun. Texturing is fun. Setting up lighting is fun. But then getting to the part where I gotta start hitting planar/cylindrical/pelt unwrap on every single polygon? And on top of that, having to watch for…
Oh, this is simply zbuffer imprecision (the green circle). Most cards have this problem. f you get up close to that surface in perspective mode, it should diminish. And get worse with distance (and ortho viewing). And max in particular has this problem with shaded wireframe mode, because of the way they render it... they…
That wasn't the "api-ms-win-crt-runtime-l1-1-0.dll is missing" error was it? Because I literally just went through that the other day. You could also use Steam on ubuntu to install Painter (iirc you can redeem a steam code on your allegorithmic account if you don't have one already) if that makes license/updating easier…