I need help! We switched over to the somewhat synched normals version of the unreal engine and so I started using xnormal again. I made a test model to stress test common high poly shapes. I am getting weird pinching artifacts in my normal map from xnormal now and I can't get rid of them. Facts: Tried Fbx 2012 AND 2013.2…
To further elaborate on the uv space... 0. The blade is fine since it looks like a projection map from the side. The only thing I would say is if the curves in the blade not noticeable enough get rid of those polys. 1. I think this piece is a part of the cross guard and in which case it could be connected to the piece I…
The only reasons I think it needs anything more complex is the high frequency grass stuff - you'd need fairly large textures to get the information in and it would be tricky (not impossible, but time consuming) to avoid seams at any point where the geometry goes off-grid Either would work out fine though I'm sure