Hey, so to me the moss on the pagoda feels very random and unnatural. Moss grows in damp and shady areas so I would take that into account. If the moss were a seperate texture you could vertex blend that on areas of the mesh that are under shade more than others instances as well. I think also that the wear/dirt is very…
i think there talking about the lowpoly, since yould would these in the high poly to bake the alpa. the approach i would take is adding a ton of loops, so you can get a vert where you want each hole, than doing the vertex chamfer trick to makes holes where the vertices's are. cant show your right no, but this image i found…
@marc31 The bark materials are done in substance designer fully procedural (without any grunge or bitmaps). white bark. brown bark. The tree patches are a height lurp in UE4's material editor where I use the height map from the white bark. So the left gif above show how I with vertex color control where this happens. If…
Ok guys finally I sorted it out and yes like what Bartalon said SNormal is needed in order to properly bake the normal map. But got 1 more thing that you HAVE to make sure you didn't do in modo is that use the mesh clean up, cus somehow it will messed up your vertex order/ poly order or whatever when you bring back the…
I use it for organic base meshes mainly. For this it's brilliant. Very quick, lots of context sensitive stuff. It also preserves vertex order reliably, something I've had problems with going between Maya/Mudbox/Zbrush before. Its main shortcoming for me is that there are no deformers or true splines, which means I have to…
are you aiming for a mesh that can be sculpted? or just making low poly only? either way i guess my best advice is to strip it right down, remove about 1/4 of the edges that are there, and focus on giving him a big bold silouhette. once you've got that most basic of forms down, you can start refining. remember, try to make…
Maybe it's just that the floorplates are like 2,5 times wider than a character is tall. I like the proportions, but I'm just struggling with the overall scale. I might just try scaling the entire scene down to 80% or something, and playing like that. But then I hit that snag again with UDK's grid. I can't change it, so…
Or what wrapit does - duplicate the reference mesh and apply a Push modifier to the copy, and set this mesh to be the target for your retopo projection. Then hide it and use the original mesh as visual reference. What's cool in Wrapit is that it uses nearest surface for the retopo instead of normal or view-based…
Hit relax on those poly's and you'll see what's up. I had this issue when I transfered UV's, did you do this at any point? Or do a mirror? Sometimes Max seems to get hung up on vertex order etc. The UV map looks fine but it's not what Max is using, in a sense. I'm not sure how to fix this other than to relax and manually…
BSPs are good standins, especially holding your scene together, if you want you could leave them there until the 99% mark, but in the end they have to go. Dont worry however there are tutorials etc that can help you and with a good mesh with a good vert count you can even add some vertex painting to your floors and…