Well, support loops only relevant if you want to get rid of skewing of the baked details when you bake onto a low poly surface of long quads. Otherwise there's no reason to bother. I played around with your mesh, did some simplyfying too. Looks good to me, no problems as far as I can see. My crude and quick UVs to adress…
Just to throw a wrench in that point, I'm a character artist who leans a bit on the technical side. My last ipad contract I had to do a multi floor level using light maps, 2 uv channels, and fit it all in a very rigid texture and triangle budget to work on mobile devices. I was able to ramp up and create all characters,…
The lerp is a good idea actually, so you can better set min and max values depending on the specific light needs while using the scrolling texture as the alpha. Gets you much more mileage out of a single texture. Second: Textures don't have to be a power of 2 anymore, you just don't get mipmaps if they aren't. But if…
there's a distinction to be made with 'style' because it means different things in different contexts. For example, for one project I might do realism and another I might do cartoony - these are both STYLES, and both /in/ my STYLE. So we have two things that use the same word here. So for me, I prefer to think of my…
Looking good! I'd recommend bumping up your dynamic shadow cascade to 4 if you haven't already to get rid of those jagged/pixelated shadows (especially evident on the backwalls.) Another trick to increase dynamic shadow fidelity if you haven't already is to open up your scalability settings in your unreal…
Hi guys, @Koski I have a few planned trips to view churches coming up shortly, so I will be able to fully study the layout. The church is meant to be quite modern - Christian, and the block shape may be able to change, but only slightly. Can you give me any ideas? @Pixel I am allowed to do anything in the interior. The…
+1 on it being a bit slow as well. I'm currently using Blender in a diffuse-only pipeline and it's not terribly quick. Reflective surfaces in particular are killer. However, it's best I find with baking in Blender to do a 2-8x oversize map and downscale as you said to get AA, but also take that into account with your…
Retitled to take advantage of it :) I went through that WIKI section already (usually my first place where I look before annoying people here), most probably I would go modular way for pieces that are modular in real life as well. I assume to use vertex paint properly to break texture tilling as with modular pieces it…
@Ott The reason I mention the textures as being too high res is that jacob07777 says he's going to have a jet hero prop in there with these chairs. With the chairs having such large textures already the jet will have to have an enormous texture or jacob07777 is going to have to perform some serious UV magic on it to reach…
Well, mostly its the expense of living in California that is causing the problem, and the "contractor" emplyment model I wasn permanent work with withholding and health benefits/Does anyone know of a decent head hunter firm that does Casual games. I like the Wii as a platform as the feedback betwen the machine and the dev…