This thread certainly got a bit strange. Why are we talking about custom-written render engines and invisible meshes that have no normals? For all intents and purposes Zbrush geometry does have normals. It doesn't matter what happens if a renderer renders a hidden mesh. What we're concerned about is normal map baking. And…
This certainly belongs in Career & Education, not Technical Talk, moving. Good luck OP. Moral of the story, don't lie in your resume or your interview. Best recourse is to confess. You could try to salvage by letting them know you can't do it, but would like to learn. Then it's up to them to take the chance, if they liked…
@CheeseOnToast Thanks. :) I'm definitely learnt my lesson on freezing transforms and deleting history, especially after my lecturer talked to me about it. That wasn't the issue this time, but I will always bear it in mind. And yes, it was an issue with the normals and whilst I was toggling normals, because it was a…
I'm sorry to hear that as I just started to get into using it for the last few days and it seemed to be very promising. I did some tests and while it wasn't perfect the decals blended a lot nicer than the default option in Unreal. I guess this is a conclusion you came to after the optimization pass you were talking about…
@Fansub Sorry for the delay Adnan, and thank you so much for your support and kind words! The reactions from some elements in the blender community were quite ... interesting. A lot of lecturing, patronizing, elitist smugness and completely uncalled for teasing. It seems like I've committed a huge sin by talking about…
Since you want it for your portfoilio i think that would be the best to go for a better result and bevel it like you said, you could try to add some vert at the tips and tweek it manually but it will look meh too. Those angles are always a problem with normal map, the guy talks a bit about them in this tutorial, first…
You need to talk to yourself first. Ask yourself what you truly desire out of this. If the answer is "to make some badass 3D art" then you need to push through all those stories youve told yourself about things being either too boring or too complex. Make something, show us the work and then we can help you grow as a…
@Ashervisalis Are you talking about substance painter ? If so, just use the "replace" mode And then cycle through Base Color/Height/Normal etc.. and do the same thing to your layer if you want to replace those also. edit : Don't forget to do it on the rust at the top and at the bottom if you are using different layers. And…
I think the top picture was not exactly what I should have used, this one has a road with more of what I was talking about. See how it looks kind of random and more like what roads are IRL? Its kind of wavy. I'm guessing they made the entire road as a section and tiled it, not sure how they would have done this as they…
@ Gestalt - The shader is at fault. It was designed to do exactly what it does. I don't think it could do what you are saying. The blending you are talking about is what UE4 has, but you need to setup multiple materials to do it and a shader to blend them together. Which is a lot more expensive and a lot more work than…