This may be related to your problem: http://polycount.com/discussion/148303/of-bit-depths-banding-and-normal-maps As a quick test, try baking your normal map in TIFF format. If the banding disappears, then the link above is relevant and you should give it a read.
Been a while I haven't updated ! At the moment, I'm migrating all my current asset to UE4 because I was Lucky enough to get it for free (for one month) which it's a good opportunity to test it, so far I'm falling in love ! (no more restriction from unity free version yay!) Here a shameless cross-post on my save point which…
^This I'd suggest looking at this thread http://polycount.com/discussion/148303/of-bit-depths-banding-and-normal-maps#latest It'll explain why you're getting some banding on your normal maps as well as how to fix it. I'd scale your UV's down a tiny bit and move your UV shells apart a little more and use padding/dilation of…
First example has no modifiers - https://gyazo.com/1489f1ab4442e06179dabec5ac55d998 Second example with edit poly - https://gyazo.com/2a726b81a4264170542676036829db26
This issue you're having with the big black and white blobs is what I keep getting even when importing a curvature map that is the exact same as the one DDO generates which makes no sense at all. That's why I think the issue with this might be lying somewhere else. If anyone else could confirm that they are getting the…
what is it that makes your rocks have that orange "glow" is that part of the material or something else? looking back at the other screens it seems to happen on the fort structure as well, as if its sort of an orange AO.. its a pretty neat effect but it doesnt fit well in areas that are in shadow such as in this…
Are you using zBrush? I have a tool I made for working on tilable sculpts like that. https://dl.dropboxusercontent.com/u/1482056/TexturePlane.ZTL There's a second "centering" subtool in there that you can use for centering/framing the mesh. Then you can hide it and start sculpting. You will need to set WrapMode 1 on your…
You could try to shade your objects like in this thread: http://polycount.com/discussion/148488/dead-static-drive-unreal-game-project So you don´t have to paint in all the shadows and speculars.
Fuck not another one of these threads... seriously!? I'll just repost what I posted the last time: http://www.polycount.com/forum/showthread.php?p=1483699#post1483699