Sounds like you are going to need mipmaps eventually, and they are created rather easily when converting your textures to .dds but that can be done whenever you want, (checking an option box if you are using nvidia texture tools) .Without it textures at distances look like sandpaper, moire effects become visible, and…
Your lightmap UVs have too many splits in them which reduces the amount of space that's useful for texels because you have so much padding. You'd probably get a better result by letting UE4 autogenerate the lightmap UVs from the first UV set so that there's only one seam along the side of the vase. Probably the ideal…
Thank You for your time and help! Yep it looks like export from zb is ok, I use same setup :) . The texmap min/max value solved the problem! Nice explanatory tut! I am used to use displacement texture in material not as modifier. I tried editing the range for exr in output parameters of bitmap map, but it is not working. I…
Ask yer' future boss, problem solved. I'm pretty sure a company that knows what they're doing would pay for a plugin if the amount of time saved by using the plugin is greater than the amount it costs for the plugin. Production = Time, Time = Money. Software is probably the least expensive cost for most things when you add…
It's all about making efficient use of textures and triangles. You also need to make this in the shortest amount of time possible. Also, work must be done in an easy to edit manner in case you or someone else needs to change things later. So, tools like WM, SD and Ddo are pretty useful. I can't imagine anyone painting…
Essentially normalising takes the vector (in this case RGB, representing XYZ) and then multiplies each channel by a value so the length of that vector adds up to 1. That means that the normal value of that pixel still points in the same direction (each value has been multiplied by the same amount) just that it's length is…
zwebbie: Your poor choice of words makes me cringe what isnt stylized about that maker woman in the middle? it has exactly the same amount of stylization that the males got, maybe a bit smoother but still a comparable amount, also a lot of the other female characters had armors with the stylized shape language of the game…
Oh I see... To recalculate normals you'd have to go to the 'mesh' option on the viewport header. Go for mesh > normals > recalculate outside. That might help sort the surface out if that's the problem at all. As for the tris. There's one way I know that works for now and that's by converting your quads to tris, which you…
Carefully with this advice though. It is still a good idea so only use as much as necessary, and not leave useless edges. From what I see, there are 2 kinds of people nowadays who are not very clear with how much to use and when. The way too little amount is one, and there is another kind of people who just throws some…
I'm fine if the events are two different events, that way artists can choose whether they want to participate. Pior, you are right, that it does kind of go against that principle. However this is community that have different views due to the amount of people. Its not that All of polycount says don't do pro sets. Some…