Ok guys I remodel the grass from scratch, tell me what you think. I also modeled new wheat on the fields, but unfortunetly as you see its a bit blurry, especially in the shadows. I ran out of ideas how to fix it. I tried changing mipmaps, modifying mesh vertex normals, changing mesh distance fields. Right now it looks like…
For the tiling UV thing, I don't think I've seen Maya automatically offset UVs the way you describe. The typical way to move shells is in the UV toolkit; there are buttons in the UI to move them. Setting the value there to 1.0 is what you want. For your grid snapping problem, your scene grid is fine, but the pivot handle…
They arent Vector displacement maps. the are a image map full of vectors tho :) yes. Tesselation is just the division of faces. It can be used for a few things. displacement being one of them What i wonder is how these things are calculated. can they even be generated between arbiary meshes? Its very hard to imagine how. I…
@Sweetangel0467 : Yeah, you're right. The floor has some basic vertex painting. I could do something similar for the walls/ceiling. Or create some more modules. Someone asked for a tutorial. ( Yeah, yeah, I've read the "How to post on the Internet"-topic but I wanted to do it =P ) So I did a really quick tutorial for the…
Lovely stuff Trevelyan - I was curious, what's your approach to the custom vertex normal chamfers? I'd assume you guys have custom Max plugins to help handle all that stuff since the default and available custom solutions are all a little bit lackluster. I've been using a mix of Quad Chamfer and Syncviews'…
That probably breaks down in to several pieces. Yep looks like it does [ame="https://www.amazon.co.uk/TFC-Aluminium-RIS-System-Airsoft/dp/B00HKZOS2O/ref=sr_1_15?s=sports&ie=UTF8&qid=1403184909&sr=1-15"]TFC M4 Aluminium RIS System for Airsoft M4 & M15 series: Amazon.co.uk: Sports & Outdoors[/ame] Even if it wasn't made up…
I would definitely look at improving the quality of the models, some hi-poly sculpts and hard surface stuff giving you some height maps, detailed normals and a better final result will offer far more in terms of vertex painting which can add some really fantastic detail into the snow and rain. I would also check out DX11…
It's an old example but if you look at the specs for the PS1 or Gamecube, they pushed more polygons when there was next to no textures or lighting. When you added them, the performance was rated at half. It's definitely noticeable in some games where when they wanted to free up their frame rate, they went minimal on the…
Rather than the hard edge one I think he wants this sticky http://www.polycount.com/forum/showthread.php?t=81154 dirtyhairy has the right end of the stick. Vertex normal direction controls the direction the cage gets pushed to. Cage is basically the ray cast direction for baking purposes. Hard edges on the low poly don't…
During the last few months I was quite busy working so unfortunately I could not update the project any sooner - I am sorry. I learned a lot about UE4 the past weeks and I am happy to post a new update on the current state of the project - I actually rebuilt the whole scene from scratch since I ran into several issues I…