In general, I think you'll get more and better answers if you stick to one question per thread. 1. It appears you are using parallax occlussion mapping in the render. WHen you brought the material into SP, you probably need to setup parallax occlussion mapping on the shader to get the same result. 2. I don't think it looks…
Hello, 1. Not at all. If the player can't see it and it doesn't cause performance or lighting issues, it doesn't matter. 2. Double sided materials are slightly more expensive, but IMO worth it if it means you don't have to manage double sided geo. Using both at the same time would be completely redundant. Note that in VR…
Hi! Don't understand how such a file could be too heavy, it would be a mesh and the two normal maps that should get combined. No high poly or anything like that. In my opinion it would be best do a simplified test anyways. If remember correctly, in UE4 only tangents of UV0 were stored. To use a tangent space normal map…
So I'm running into these situations with composition in blender and could use some help as I feel it a simple answer but it hard to find it. So first in composition I'm trying to render the result as shown in A but when i render it, i don't get the background as shown in B. So is there something off because i was able to…
a multitude of reasons are possible here - strict clauses in contracts on client side forbidding it - cooperations on even higher up level than client side forbidding it - marketing might want a word in each and every bit of official info out there, complicating it all - outsourcers not negotiating in favor of "their"…
First of all: Welcome to Polycount :) To be honest I'll have to echo what's already been said... Although, as you said, it's for a short so there are less restrictions, but with the emphisis being on game art on this forum, it's going to be you'll probably find that work like this will be judged as though it's about to be…
The best thing to do is to just set things to low quality baking, and test different numbers... What works for me: Increase model size (hi and low) to 3-5 (unless your model is very large/you want it to bake in the size it was made) 256 rays, rarely more Distribution - uniform Bias 0.08 Angle can be anywhere between 160 to…
Created my mix. Yeah! Looking decent in megascans/mixer. The main difference being the displacement (height) map. Yet when I get it into Unity it doesn't look right, (I have a reflection probe) and using the default material. I have the gloss map in the alpha of the diffuse (Is the gloss map correct to be placed here?) I…
This looks like a really solid project. Will no doubt be fun and it seems you are doing a lot of things right. For the block out though, It feels a little bit like you are rushing it. I would recommend spending another couple of hours trying to push the framing and composition of the block out, aim your sun and do a rough…
@salacious_Crumb: Yeah, I agree with the wheels being too small and I scaled them up a bit, hopefully they won't feel small any more. Thanks for the awesome reference! I will be sure to use it and take inspiration from what he did! I will definitely go for a more worn out look and try to get some sort of peeling paint.…