It's totally your call of course, but IMHO it's better to talk with the tools programmer now, instead of later. Highly repetitive tasks tend to add more human errors to the game, and it discourages iteration. Besides, this is part of a tool programmer's job... solving repetitive tasks. I worked with an in-house editor…
Big thanks to both or you especially about using path tracing Switching the kernel to path tracing enabled the bounce light from a plane onto my sphere (render target<kernel<path tracing) The shadow contrast issue: (this was a scale issues) I was able to solve by simply adjusting the AO distance (render target<kernel<…
Actually I thought the text and screenshots were adequate to explain the problem thoroughly. Unity seems to be ignoring the incoming tangents from the FBX. Images of the highpoly/UVs/normalmap aren't going to help much with solving tangent issues. Except to solve other potential issues, like not enough padding, ray misses,…
Honestly, I had no idea that setting even existed. I thought the source lightmap index was the option used to set the UV channel for lightmaps, but I was obviously wrong. I know it may not seem like your suggestion could have solved much, but I've been searching for a solution to this on and off for almost a year, and…
bad news... most engines are not like UE4 so knowing UE4 means bugger all at places that don't use it good news... you don't get hired as a technical artist because you know how to use certain software, you get hired because you can demonstrate that you know how to identify and solve problems in any software. to generate…
Hello @Noren ! Sorry for the late reply! I was quite overwhelmed with the tasks at hand so I left Polycount for a bit to settle them first! For now, I will keep it as it is but I will take this advice for the other assets! Because maybe i want to put something between the cupboards later that would expose the sides.…
The task to solve you mention is very generally specified.. what should "random" mean here.. You can always throw a Remesh modifier with method Voxel on any object genrated by whatever... or: For example you could also start with a cube and scale and extrude any faces for some time (maybe with some check of intersect…
Hi, there is a turtle renderer for baking textures in Maya. But there are some problems I don't know how to solve. Is there anyone try it? 1. How to baking normal maps to low poly with hard edges? I have separated the UVs in hard edges, but I can't figure out how to use the envelope surface. 2. How do you solve the…
@Pinkfox I am happy to have been a little help. Your diorama is fantastic. Good job. @Lairelosse I recommend this video in which a problem very similar to yours is solved (in practice it increases the lightmap resolution). You can start watching it from the minute 13:00. If you don't solve the problem with this video, you…
Applying deformer solves the issue. Baking AO in Modo: If you use render output you can get pretty nice AO where overlapping geometry gives you black colour on the AO. If you use material (which is way more better since you can change a lot of things) AO is pretty messy where geometry overlaps and it's white inside. I hope…