After a lot of research, I created my first big stylized environment in Unreal Engine 5 🏡☁️ This time I made everything by myself, with the exception of some VFX blueprints like the butterflies. I put a lot of effort to create the tools that were necessary to make this environment like the virtual render texturing for the…
This is looking great so far, keep going! I think the video is not helping much, since Youtube won't load the 1080p until halfway through the animation. So everything looks blurry from the start. It would be better to have high-resolution screenshots instead, for example 1920x1080. The mesh for the green energy effect has…
It's all done purely to support better deformation . The more even and grid-like the vertex placement is, the less edge cases you get under skinning. The edge direction affects how the mesh folds so it is likely that the artist has manually forced it in some areas but for the most part they probably just used symmetry.…
@poopipe In Meshlab, I am not sure you can tile a texture, you can assign one but no tiling,,I think. I couldn't find a filter that would can do this currently. Is there a way to create a new filter that can do this in Meshlab like in Houdini? I found this: https://www.youtube.com/watch?v=bCw7BN5J8Pk It's for Blender but…
This explains your issue quite well I think. * Understanding averaged normals and ray projection/Who put waviness in my normal map? Sorry this is a bit buried in the forum, but you can't have a gazillion stickies! So we made a conglomerate sticky: Long Running Technical Talk Threads. From in there, see also these excellent…
The second issue with the hex bolt is just how this type of projection baking works. Without adding extra edge loops to the low poly to solve the issue, details will skew. Luckily marmoset has a great feature that basically solves this pretty quickly in most use cases. find the "paint skew" button and dab a spot on that…
maya isn't so great at handling high vertex count like that. if you wanted to go the sculpting route you could pop it into zbrush or mudbox to try that. it's hard to say without seeing the whole picture, but still seems like low poly modeling would be the simplest thing. no need to make all the topology work perfectly,…
Yeah it will spoil your. Normal map because how a quad is split highly affects how the vertex normals are interpolated. Maybe it's just how I weight things, but I don't use ring and loop selection often or at all. Character wise I'm almost always using a Wacom and weight painting. Maya makes if simple since you can rotate…
Maya has a quick toggle that lets you switch between the two methods, I think its the "match using" option, but I dont have maya here right now to take a look. When you install Xnormal it installs a Max plugin so you can export in .SBM(xnormal format) and includes options for exporting the cage. I assume there is a similar…
I guess it's a precision issue. Max up precision (4 is for 4 decimals). Maximum is 12. It's meant to reduce file size by rounding vertex position values but you probably never want to use it. Also you might want to adjust your units settings to be consistent with your model scale. To resume, you can't store very long…