Alright. Understood. I'll try those solutions. So the highpoly needs to have appropriate smoothing groups too? So what you're essentially saying is: Learn the methods and nail them down perfectly. Then I can choose what I want to use in what scenario. For example I could use custom normals in huge scenes where I need to…
So, this can get a bit more complex than you probably need at the moment. I will explain some basics and a bit more... advanced I suppose. Most if not all objects in a game will have two UV sets. What are these UV sets?* UV set one = This is your diffuse map/albedo map UVs. Here all the UVs that will display your textures…
Hey dude! just wanted to pop by again and say great progress! you have a great attitude to learning and improving, if only more poeple could following your example : )
Yes all hard edges must be separated. Essentially, when you harden an edge, this edge must be separated in the UVs. If you have an edge that is separated in the UVs this edge does not need to be hardened. So for example an area of a mesh you want separated in the UVs just to have better spacing would not need to be…
ok, now im just throwing things out there. so no idea if this is stuff you already know or have checked. - make sure you use the same shader mode, blinn-phong or GGX in both programs - make sure you are using the correct export preset from painter, you can choose from different setups, I think there are a few UE4a settings…
Okay. I see. Few things I'm concerned about. 1. "A gun for example would/could have the gun, magazine, scope, and other attachments on different UV sets.". So I could have props, where different parts of the prop could be on different UV channels? Any drawbacks? 2. "Also, straighten the board UVs to make them more,…
Hmm. I'll try that. Thanks. What do you mean by my projection cage isn't getting splits at hard edges? Here is my cage for the model, is this okay? @musashidan I'll look into the older method you're talking about. Thanks. :) Also, I'm fully aware of SP's convenience in terms of baking. It's killing me to use it but this…
Ah, I am familiar with basic high poly to low poly workflows. One thing though, would a low poly to high poly work? For example. I create this crate, I duplicate it, and then I add subdivision smoothing such as Turbosmooth, and I add in other few details too. I then bake a normal map and AO map from the high poly, and…
Okay. So soft edges can be split up too? I also need to think about what somebody will see most in the model right? For example in this one, they would see the outside 4 polygons and the inside 4 polygons. The rims of the model will be seen the least. Also, previously you listed this as in the steps I need to take when…
I slightly scaled them either in the U or V direction to fill up space. Regarding your AO bake errors: * Make sure the Cage encompasses the entire HP and LP * Make sure you have "Closest hit if ray fails" unchecked within baking options and "Ignore backface hits" unchecked as well within AO settings plus uncheck "limit ray…