A shader is essentially a mini program that your graphics card computes, telling it how it should render each pixel on the object it's applied to. If you're new to 3D, I wouldn't worry too much about how they work. Most 3D apps (and games with SDKs) will handle it all automatically for you as they come with built-in…
If it's your first model, why not focus on getting it to look good in the max viewport instead? That doesn't look like wood has been cut away, it's like a glow stick with a spikey ball attached to it. I'd darken the specular map on the wood ~_~ You've also got this real pixelated look on the actual ball itself - how much…
I was wondering if someone could please explain or provide some screenshots on these methods : "1. Render angle to a picture and bake it into a planar mesh as a texture; 2. Overpaint rendered picture; 3. Replace planar texture picture; 4. Bake back planar picture into a saved angle, use a camera for that. " Camera per…
Very nice mesh :) I love those designs. For your texture work, I noticed that you are using a very low texture resolution? I looks pretty pixelated. Also try not to use everywhere grunge and chipped edges. Think more about areas where somebody would hit and scratch this furniture. That will looks more realistic and…
You had basically one pixel or less on UV/texture on the portions that mattered - the inner rings, so there was not enough information for a good bake. I suggest keeping all inner rings on a separate smoothing group, and on separate UV shells, you could arrange them as a long horizontal strip. This way there'll be enough…
The green channel is flipped in UE. SP is defaulted to DX(which is what UE uses) did you bake in OpenGL? Just as a piece of unrelated advice: your corners are way too sharp and will be unreadable/mip badly in-game. It is common practice to exaggerate your baked bevels for game assets so that they get more pixels on screen…
As well as your edges being WAY too sharp to be picked up in the bake, the holes need to be tapered so that they appear to have depth in the bake. When modeling for NM baking you need to exaggerate the roundness/beveling of corners much more than they would be in a real-world object. This is for several reasons: amount of…
Hey there...update with some colorful design ^^. ID mats it is, of course. I will use two of the three maps allowed. Starting with 4k but might downgrade to 2k as I like to keep an even pixel ratio over the whole model...will see 'bout that later. This ID map will drive my multi material blend within Designer and ease the…
Biggest thing is that allows you to project your normal maps to a mesh with different UVs. They talk about it in this thread http://polycount.com/discussion/102128/baking-normal-map-from-one-uv-to-another Basically the regular way it just transfers the value of the pixels which for a tangent space normal map wouldn't work…
Pixel resolution depends on your UVs and how close to the object you are. It could be you have a lot of wasted UV space. It could be you're really zoomed into the model, way closer than you would be in actual game use. It could be that you should use tiling textures instead of unique unwraps. Impossible to tell from the…