I'd recommend just opening the first link on that first wiki page: https://polycount.com/discussion/177913/improving-readability-in-composition-01 Then start applying those ideas to your own images. You can do this very quickly if you scale the image way down to thumbnail size so it's low resolution and therefore quick to…
Hey Folks, Im planning to start a small project as practise in Unreal Engine 4 or CryEngine. It should be an outdoor environment but fairly small like 256x256 or 512x512. But I don't want it to has only the details of this resolution. I mean I creat my heightmap in vue or sculpt something in Mudbox/Zbrush and export to…
Hi everyone, I noticed that if you were to try to remove a UV seam in Painter using the clone tool, the results depend on the resolution setting of the texture set. If I were to use the clone tool when I'm at 512x512, the seams remain pretty obvious. When exported in 515X512, the seams also remain pretty obvious. If I were…
Those are the triangle counts allowed for the lod0 and lod1 models. LoD0 is used for character portrait view and promotional images, lod1 is the resolution used in the game view. Both lod models use the same texture. From Anti Mage's Head requirements we have: LoD0 Triangle Limit: 350 LoD1 Triangle Limit: 250 Which means…
Looking good nice work. Yep, that happens. You almost always have to exaggerate and over state the details to get them to make it all the way through the process. It also helps to think "what if I had to render this at a lower resolution" because that happens all the time. One of the first things to get cut are the highest…
i think your dynamesh resolution is just too low. Dynamesh is weird compared to a polygonal mindset... its way more fancy but it basically takes a 3d grid over the workspace in your scene, cuts that 3d grid up by the resolution slider like cheese cubes, then it smooths out your volume by the blur amount, and generates your…
-Personal Project- I'm very excited to share my latest project – an environment inspired by regions of Southeast Asia. This project came with many challenges, and everything you see was created entirely by me from scratch, without using any pre-made assets… yes, that means no Megascans assets were used! The project took 17…
If you are going to sculpt them like this, you need more resolution (assuming you want them to look realistic up close.) If you have plenty of resolution but your smallest size brush is too large to make fine hair-sized strokes, make the model larger. Down the line, this level of detail has to go through a filter though.…
thats how detailed i want it to be. look how perfect the eges are. no visible tris this is how it looks when i make it: i use world creator 2 i made the desert with 1/2 meter resolution. but when i send it to ue4 it just eats too much fps. i tried using the ue4 landscape lod settings without compositor but i dont know what…
I've made this post on Allegorithmic's forum as well. Here is the link: https://forum.allegorithmic.com/index.php/topic,15664.0.html Hello. So I'm working on a project and I'm using Unreal 4.13, Substance Designer 5.6.2, and Substance Painter 2.5.1. I made a wood texture in Substance Designer. It's looking nice so I throw…