@Neox, If you compare the images closer you see some blades in HP that are not in the normal map. @Eric Chadwick, Thank you. It actually solved the problem when rendering in Max itself but when baking normal map it still consider them as 1 sided blades and the same problem as before. :(
Hmf, kind of confused Eric, first and most important, i really thank you for taking your time and trying to explain this! Ok,now on too the confusion. Im confused mainly because people say otherwise "Soften Edge alont the UV Seams". I'm using Maya 2012 for this! =)
@STROMBERG90Thanks for posting the video series! And ya I was also thinking about the advantage of iteration time in the modelling app. @ERIC CHADWICK and @MARKS I tried building a level all in the 3d app but it was more difficult for the reasons you guys stated. Good to know it better to build in the engine. Thanks!
@Eric Chadwick I wasn't trying to critique the job post I was actually trying to help the guy out, and help find him a solution so he would want to come back and use polycount again. :) Sorry if it felt like I was critiquing him wasn't my intent.
hi Eric! And yes, i'm talking about those textures. My project is something with oculus rift, and I need to have very good details closely, without compromising FPS by using many giant textures. btw, quixel is great! It has saved me a lot of tedious work :)
good call about compression settings eric. i was pointed to this: http://oliverm-h.blogspot.de/2014/03/ue4-quick-tip-dxt1dxt5-normal-maps.html seems i need to come up with a name for my method quickly so it can be credited properly in some soon (...) to be shipped game. ;)
Why dont you, instead of baking your plants to a plane, actually render them to an orthographic view with a nice alpha, and use this as the texture for the low poly foliage? You can get all required maps using that method. Should be doable geometry wise, when looking at Erics images.
@RN, @Eric Chadwick I had enough time yesterday to work on it, Here is what happened to it based on your information. The thing is, how do you think it is possible to add the white pointer in the NFS video that I've shared in the first post here? The white pointer acts like a magnet.
ha weve all moved around since we culled the dead meat ;-) you wouldnt be able to find my PC Eric- tried that in zbrush befor i fiured out how to do it propperly, not the best results, pity as i like mudboxes sculpting tools way more
Eric's got it. You can use Skin in conjunction with Biped, instead of Physique + Biped. Skin is better than Physique. Biped is biped. It's got some nice features, but also some limitations compared to a custom rigged bones solution. But for dealing with Mocap, it is a fairly simple process using biped.