Hi! Hard edges, soft edges? Best read up here: Making sense of hard edges, uvs, normal maps and vertex counts Wiki contains more info generally. Smooth shading works as well, but because of the gradients in shading the normal map has to compensate more (gradients in the normal map). If the lowpoly is smooth shaded and is…
Apologies as I don't fully follow what you mean by 'assigning joints to an armature'. I've watched the example video but still struggling to wrap my head around this.
Hi! I think currently the scene is swallowed by the fog which reduces readability/composition. Adjusting the lighting so the gate gets captured better would also help the readability, especially the warm lights. You have some cold light complementing those, I think that's good. I understand that you want to have simple…
This is lovely :open_mouth: The elements are all working really well together and all the details...very nice :open_mouth: Sometimes it feels a bit too clean, the glas material for example
Parts of this mesh has some form of weird/stretched UV's, almost every 2nd face. If re-imported into Maya or Substance Painter, and checked with a Texture it looks correct but broken in UE4. Would really appreciate some help with this thanks :) Example Pics
It'll "work" in a vacuum, but if everything in the game is produced like that, you will make polygonjesus sad. This is a much better example range of poly use https://www.artstation.com/artwork/zgL2
I will put some wood planks in the ground. When you say "add more structure" you mean, redefine the joints in the legs for example? Thank you, for the feedback!
They have low-violence models/textures for all those heroes. Example, if you get the tech files for lifestealer, shadow demon etc.. there's a subfolder with the low violence textures.
Great work. I finished the game and I think characters rigging is not as good as models, with strange wrist deformations for example. But generally, it's a really cool game with a nice storyline.