Sorry for being unclear, I didn't mean to imply that the amount of detail in high poly will make a difference, just the amount of sampled normals that you get on the normal map, in other words, how colorful your map is. Here's the example: If you look at the example B - the low poly model that has mostly flat blue normal…
Several options to choose from: 1. If you're rendering in Windows, you can initiate a batch render via .bat files, which also happen to allow you to choose where to output files to. The only limitation being that while you can choose where to output images to, if you're using render layers, rendered images will be placed…
Again, all your textures are really tiley, try to reduce that appearance of reoccurring tiles as much as possible. Right now, all transitions are one tiling material into another tiling material. Add a lot more trim on everything to transition it all together. For example, water damage seeping up the sides of the building…
Er, I'm looking at those wireframe comparisons now... theirs does actually look pretty different to Mr Smo's ... The angle of the head is very different, the general body proportions and pose are fairly different too. TBH I think with that example, it'd probably be just as easy to make a new mesh as grab one of yours and…
liking those ground textures. One thing to keep in mind with putting it in the engine and keeping the wet feel. Specular is based entirely off the lighting in the scene. If you don't have light bouncing off the surface into the camera, or reflectivity (cube map or otherwise) it'll be hard to make it look wet... and that's…
[ QUOTE ] If you put a normal map from a hipoly source on that it will usually fix the smoothing errors. Sometimes you will need to chamfer the edge if it's sharper than 90 degrees here's an example I made: the three models all have exactly the same geometry. However the two on the right have 1 smooth group and the one on…
I'm trying to follow the techniques for corrective controls shown in this video from about 40 minutes to 50 minutes, but I'm having some issues. I'd love some help or solutions! https://youtu.be/w17feznCBPc?t=2414 1. When I rotate a rig control (elbow in this case) further than the degree I set when I clicked, "Pose -->…
Bugs [1] Portrait view isn't focused on the head * Noticed: 19th June patch * Affected heroes: All ? * Reproduce: Always visible [2] In game preview crashes on loading screen * Noticed: 19th June patch * Affected heroes: Windrunner and ? * Reproduce: Still testing. Creating a local server before trying the in game preview…
Hey polycount. I was wondering if anyone had any experience and/or knows if it is possible to blend substance textures within Unreal 4 engine. For example, if I created 3 separate substances, each with parameters exposed that I can manipulate within the Unreal engine, and then created a vertex blend material with RGB…
I was wondering what sort of hit on performance one would experience when using an atlas texture for many batched meshes, and then use the same texture for dynamic meshes. For example, say I have a 4096x4096 atlas texture that I have made for many static structures. I have some left-over texture space in this atlas to use…