Not only is this acceptable, but it is an established and common technique. 0-1 UV space is simply the default tile. UV space tiles infinitely in all directions and is read like this by the engine. It wraps back onto itself. Tiling textures, trim sheets, and atlases all make use of this fact. Unique UVs for baking and…
Well, there are two different possible issues here, as I see it: 1. If you have hard-edge meshes with correlating separated UV islands and try to do bevels in your normalmap from the hipoly this way, as far as I know, Unreal will not display your normals correctly as they would appear in Max when viewed with qualified…
what can I say? Sure no software out there is perfect, we can talk about specific behavior for hours, but that's not the point. Maya with out MEL is almost an empty box, without script you can't even move properly the UVs, exactly like Blender you have to customize the software based on what you need. this is a good thing.…
@ Rick_D - thanks mate! @ sltrOlsson - thanks man, I hadn't realized some of those were pen. I'm kind of in a hurry, but I guess haste makes waste applies here. I'll get right on that, and sharpening the cracks a little bit too. Cheers! @ AlecMoody - thanks man! We are planning on just using realtime lighting along with…
pretty cool work. The bridge on the last screen is my fav because of nice storytelling elemnt with the hole going across the bringe right into the pavement ;) I just find that most of architecture textures (roads,walls etc) are bit too uniform. That makes kinda clean impression. i knwo they got dirt and grunge but since…
Some other boards really discourage software discussions and there are reasons to, but it's also an important decision for people to make and you can go down the wrong path. Just looking at a stat sheet isn't going to help much, so I'm always open to discussing it, because personal advice and experience goes a long way. I…
Looks pretty cool man! I'm just starting in UE4 as well and I've run into a lot of weird light baking glitches too. Sometimes checking the Lightmaps in the object editor can show if they are properly laid out since Unreal automatically arranges them based on the existing UVs. You can always add a second UV channel from…
Non-technical version: When lighting is built, the static mesh is lit with a static light. When you move the object (or the light), that object becomes dynamically lit. If you rebuild lighting and the object has no discernible shadows (it probably doesn't), then you'll need a lightmap UV channel. If you want more honest…
As it happens, I've seen examples of theoretical next-gen renderers that make use of Ptex or Ptex-like solutions. UE4 uses no static lighting, but I have concerns over the performance of a voxel based GI system - it is not going to be cheap at all, since it's borderline raytracing. There are plenty of decent solutions to…
We are looking for a real-time 3D production studio to assist with the production and assembly of a Unity interactive. Using 3DMax * From supplied Revit and Microstation models assemble the scheme in 3D Max * Model and integrate additional buildings via supplied architectural plans * Model two historical parts of the site…