Hey I am currently recreating Minecraft in Unreal Engine 4. I was wondering if there is any good method of having all textures the same size for all models. An example: I've read some place that you can do that some how, and how would I go about to do that? Thanks!
Why does ProBoolean leave those vertecies all over the place after useing ProBoolean? Was it bad programming? or are they actually meant to be there? also is there a way to use ProBoolean without it leaving all those annoying vertecies all over the show?
Well said I think it pays to acknowledge that most of us are roughly average at most things (mathematically speaking it's a given) and comparatively few of us have what it takes to step out on our own and thrive. I'm doing pretty well for myself these days but I'm fully aware that all the progress I've made and all the…
[ QUOTE ] All in all it's faster to just trace the silhouette with vertices and connecting the dots. [/ QUOTE ] All in all it's probably faster to just download a better program
This is for a portfolio. I'm doing the whole retopo and bake and texture method because I want to show the employer I can do all these and end with a realistic result.
using smooth normals works when everything is perfect but at no other time. in practice, if the model looks good in an untextured, shaded view then you're in a good place to start baking. it's not a guarantee that hardening all your shell edges will look the best but it's a good starting point