The important part here is that there is _some_ shader who is responsible for deciding how the normals look like. The normal map is just an input. You can do with this input whatever you want in the shader. So to answer your question: the normals will be altered! This can be anything from adding, subtracting, replacing,…
One thing I notice, and that I still struggle with quite a bit, is when sculpting in Zbrush, things tend to look puffier or more inflated than they would be in real life. The clothing on this character for example looks really puffy. I'd say try to aim to make the form much thinner either with Subtraction on Clay brushes…
Blankslate, No disagreements there. Though i do think it's very helpful to understand subtractive colour mixing, it is a part of the overall picture of how colour works, and it isn't really intuitive knowledge that mixing magenta and yellow makes red with paint. Good catch on the RBY, yes that should be phased out…
If I recall correctly, 'cinematic' will retain the full image resolution. I usually pack extra data into the blue channel of my normal maps so avoid using TCNormal compression. You can easily reconstruct the Z coordinates using the DeriveZ material editor node. I'm not sure if UE4 interprets 0 - 255 normal values in 0 - 1…
Just gonna repost what i put in waywo, here is my 3d scan material making tool, environment mapper/subtraction coming soon https://vimeo.com/231269367- me using it https://gum.co/GQlv - where to get it https://gum.co/GQlv - here's some rocks I made using the same workflow for 10 bucks…
Seth, there is but it's a bit of a ball-ache. Unity does some behind the scenes compression on normalmaps that swaps the channels around and removes the alpha channel. So what you need to do is this: make sure your normalmap is set to "texture" rather than "normalmap" in the texture parameters, preferably "truecolour".…
I'm currently following a tutorial by Simon Fuchs (Blizzard) who uses meshfusion. I felt this this was a great opportunity to speed up my workflow. It appears Fuchs is using an older version of Modo not that should really matter. I follow the tutorial introduction and make a simple 'subtract others from first selected'…
Once you have the delta vector in there you can use it in the same way you'd use it in blueprints to 'negate the world origin shifting'. That is, by adding or subtracting it from the Absolute World Position UVs. Could you just add another vector parameter to the material parameter collection you appear to already be using,…
Ive spent alot of time reverse engineering outdoor lighting from films and photos heres some tips- your main light should not be the colour of the light you are trying to acheive, the ambient and the main light should add up to the colour you want to acheive. if you make it the colour of the source your ambient light will…
I'm having a new founded issue with exporting my model into UDK. I've exported a modular part of a building, collision included, but when I drag it into the level and play test it the building doesn't show up. I've imported a few other things successfully, but all of a sudden nothing wants to load properly. I added a…