i might not be quite understanding it, but it seems like regular subd modeling workflow except it shows end result ? even if its by edges and not vertexes i find it easier to edit vertexes, but thats just me hehe. https://imgur.com/8HenhjG
I'll have to give a test out when i get home but I believe if the highpoly imports with vertex colors, you could plug a vertex color map into the diffuse of it's material and bake that out. Or use xNormal, like Warren said.
You shouldn't forget baked vertex AO either, if you're not using vertex colors for something else that is.. ^^^^You do realize you just tried to school someone that has more UE experience that all of us combined right? :poly142:
I'm trying to solve this exact problem now using vertex offset and real cubes, can't see any way of masking the cubes though as texture maps can't be used in the vertex portion of the shader. Anyone else have any ideas?
Seems to be a problem related to the smooth groups or the vertex normals. Pls, do a simple test: set the normals to "Average vertex normals" instead of using the "Use exported normals" in the corresponding highpoly mesh's slot. If renders well then it's a problem with your normals.
B looks like an AO map... R could be for roughness... G? Not sure. If they use vertex colors and use the separate map, could be a shading detail over the vertex colors from the separate map? I dunno? Maybe specular strength?
Aye, been doing it some for smartphone VR stuff as well, using vert colors to individualize grayscale (channelpacked) tiling textures - never used a 2x multiply though. Is it Vertex Color x Texture x Vertex Color again?
The easiest method is to just add a vertex alpha color to the bottom vertices in whatever modeling package you use, then mask the material with the vertex alpha channel. You could probably blend some movement with it so it's not all disappearing at once.
Hey everyone, I'm back again. I've forgotten to post for a while again, and this time I've also forgotten some of the things I've created updated and learned since last time. But lets see what I can remember. -I built some new areas of the map loosely basses on a couple of my favorite reference images. -I learned how to…
With my limited knowledge I do think it matters most of the time especially if you're vertex bound. However if you are already bound by batch count then having LoDs is not going to help much at all. Lets say you have 400 draw calls and each call equals an individual 3d object. Let's also say that this equals 1000 000 tris…