The first step is to design the lowpoly precisely according to the reference art/high poly, placing edges to support these details (like, for instance, having an edge that runs along the connection between boot and sole). These edges can also be used for UV splits, that way material separations will be razor sharp and will…
Time to blow the dust off this musty old tome. And a very belated thank you to you pixelb. More has come at last! First up is a little mockup for a Mech Knight level A study I began after realizing I needed more desert in my art diet. Inside a lost greentooth temple, unearthed in deserts unknown</mysterious> Thanks for…
Thanks pixelb. Not sure about the sharper highlights. Maybe in some areas. But I'm trying to avoid those everywhere. I usually spend 1-4 hours on these tops. Trying to up the quality and eventually speed up (that'll come later though). Thanks SuperOstrich! Yeah it's horrible looking back on some of these. Here's a horrible…
Alrighty! Here is a summary of the rest of my WIPs and my thought process while working on them. :) Jan 17 2018 Alrighty, so compared to the previous WIP, Sona's pose has really changed! This was due to feedback from my friend Rachel who suggested adding more motion and flow in her pose, which I adjusted according to her…
Alt+Click lets you select the subtool you want to work on. N will also open a temp menu to let you pick as well without having to scroll through the standard subtool list. You can append all your subtools together from the start in order to keep everything visually together. If there were multiple meshes that you'd…
Thanks for the kind word everyone :) pixelb - Thanks for the feedback hahaha. Yes somehow I totally forgot about the triggers. I'm thinking about to either show most of details through out the diffuse and specular map. hahaha Right now, I think low poly is done. I already finished the UV unwrap too :) Time to start working…
Available on Fab and Gumroad Contents: * Overview * Initial Setup * Settings & Features 1. Light Color (1,2,3) 2. Brightness 3. Multi Colored Lights 4. Enable Blinking Lights 5. Blinking Speed 6. Collision Enabled 7. Spawn Point Lights 8. Point Light Settings 9. WPO At Distance 1. Overview String Lights is a blueprint tool…
@pixelb - Thanks for the instruction! #2 sounds similar to what you do to create lightmaps. Never done it before, so I'll try that out!! @Snafubar7 - Thanks for pointing that out! I'm not familiar with vertex colors, so I'll be doing my research. :) Now, I'm also working on a puppy model along with my boat, just to keep…
The entire low poly mesh is using hard edges and the normal artifacts appear around the perimeter of most faces. Bright normal map seams that follow existing edge geometry are generated by blending extreme pixel values from either side of a given edge. This type of normal map baking error is indicative of UV padding issues…
The 16 texture cap is a DX9 limit. If you look on the UE4 trello roadmap it looks like they plan to bump up DX11 shaders to a 32 texture limit. Until then, if you can turn off static lighting, you should get back a couple texture samplers. If you use constants for specular/roughness, you get back another texture sampler…