the first thing i'd do is try baking it somewhere else to see if it is an xnormal issue or a geometry issue. i'd try substance painter first because it can handle multiple texturesets like this. if it bakes fine in there, than maybe it is a problem with xnormal not handling multi uv tiles properly. in the past, prior to…
Nice start, you got the basic shapes nailed down. Take care of your proportions. Compared with the balkony of the left house the glass walls of the fronthouse are really tiny. Same goes for the windows on the right. But the best solution for this would be to lower the balkony height of the left house a bit :) . Here´s my…
I did all of the texturing for these assets as well. We only had an environment art team of about 3-4 people for most of the project. I plan on posting some texturing shots too for some of the assets. A lot of the look was developed in Unreal through some crazy shaders so it's a bit harder to get 100% what it looks like in…
Habboi: Thanks man! I'm not a designer though, they did the camera work, take it up with them :P. fearian: Thanks a bunch, yea I just did environments. haha I totally thought about entering the comp, but realized I'm a little sick of making low poly tron now. ikken: Yea it was 18,351 tris for this one. I added a section of…
Thanks for the answers! They really helped my a lot to find what was wrong! So yes, it was obvious: the lighting was implemented wrong. And that's because I didn't know what cascade shadows were. The level is really big and because of that, the lightmap resolution was really indecent. Then, to avoid toons of black…
You get "blurry" result because 1 you waste the 70% of the texture space on the overlapping planes 2 you are trying to put edge softness from a 4k texture on a 60meters big object. so you have very low pixel density (about 70 pixels per meter). To fix the mismatched smoothing-uvs, there is generally one rule... Whenever…
I put into practice what you guys have taught me so lets see if I got this down. The numbers represent the smoothing group. There's not a lot you can do to hide seems like these other then the one the arrow is pointing to right? I went about this by setting the smoothing groups first, then creating UV shells based on the…
I echo what everyone else has said, the game looks amazing. I am really impressed with how good it looks even with all the reuse of assets. I mean for having so many stone surfaces (in the first couple of levels), you guys have done a great job of making it looking visually interesting and not repetitive. I am curious how…
An env map or image based lighting type cube map solution is inherently dependent on the normals of the mesh, whether you've got a simple vertex shaded lowpoly, lowpoly with bump converted normal or lowpoly with baked from high normal map its all the same. So, what odium was really saying was "use an env/cube map". The…
As I understand it, sculpting is used to separate the "character mesh making process" in two distinct steps: - In the first step you only worry about form and following the concept art, giving the model the shape you want using a high resolution mesh that's unsuitable for real-time. - In the second step you worry about…