There's at least three separate types of baking artifacts present in each of the examples above: * Pixelation / jagged aliasing in the normal textures. * Bright highlights around UV seams and hard edges. * Dark shadows around the inner and outer edges of shapes. * Wavy edges around around the outsides of the cylinders.…
Unreal Engine now natively support udims. I'd imagine it will start spreading more in games in the upcoming years. Unreal does excellent job compressing them. Virtual textures tends to compress much better than simple dxt from what I can see. It kinda acts like tiff so identical pixels reduces the size by a lot. A 4k…
Im assuming you arent using any billboards for your trees? What are you doing about the vert cost at a distance? Overdraw for billboards at a distance with a small pixel count will be many times less expensive than high vert count on the trees at the same distance (since vert count is constant aside from LODs, but overdraw…
For models like this where there are a lot of overlap, there will be wasted space on the UVs whether you use floaters or not. My way will have hidden pixels on each board for each overlap. Splitting everything off will probably have more wasted pixels if you want your textures to have an appropriate amount of padding…
Well the last two weeks I have had family visit and some car issues to sort out so I have fallen way behind my deadline. Been working on UV mapping this sucker and its hard. Hopefully I can get good seamless texturing using substance painter, so I have been focusing mostly on pixel density and minimizing stretching. I…
What didn't work? What you're seeing is pixel padding. Its a good thing, There is no reason to try to "get rid" of it. It helps to avoid errors when the texture gets sized down (mipmapped) in game. If anything you should raise the pixel padding so it fills in the gaps. Apply the normal map to the actual mesh and you'll see…
I use cinema4D for non realtime renderings, UDK and unity for assets, mainly UDK So PNGs are smaller but the format compresses the image worse ? TGA handles mipmapping better so pixels dont get disorted as much when scaled I read out ? I dont quite get the transparency >< alpha thing Could you explain it a bit more visual…
Theres no real way to create lods for grass since there mostly alpha cards anyway. Plus the engine won't LOD to a less expensive version if the polies aren't less than 50% of the previous mesh. One problem could be overdraw if you have a lot over overlapping alpha pixels. Easiest way to solve this is contradictory to the…
Here is some work Ive done the last days A simple scene filled with props, still lacks some props and Im now starting on the lighting and mood for the scene. Main goal for the project has been to build a complete simple scene with correct pixel/cm and making a good render in a game engine using minimum ammount of texture…
[ QUOTE ] Nice work m8, great consistent pixel density and the overal ambience works really well. Those statues have a great atmospheric aged bronze quality to them, great to see such continuity between all the assets but thats what comes from either having fewer people working on them or people who can work well together.…