You can get pretty far with Pixel Depth Offset blending and/or Runtime Virtual Textures, but typically I think these would be part of the same contiguous mesh, and the blending is done with displacement heightmaps. This is a bit more fiddly without tesselation, you might have to set up the blend in Houdini or something.…
At first it looked as though you were making a high poly model. For a low poly model there is virtually no optimization here, and at the moment I can see a lot of unnecessary edge loops which can be removed since they are not doing anything other than increasing the count. Once that is done and the model is cleaner than…
I'd work on the base shape & texture before moving on to weathering. Most obviously, the word "phone" should appear at the top of the kiosk, typically in blue or white on a blue background. The buttons on the number pad appear far too small - the individual buttons should be raised directly from the face of the phone. The…
an addendum since there was a patch for 5.2 and more information has emerged on reddit and the Unreal forums HLOD building works if you disable virtual textures and set your landscape HLOD layer to use the Flatten rather than Flatten_VT template material. a note: Default HLOD layer settings will cause your landscape proxy…
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Heya ! I'm losing my mind over this asset I'm trying to render in UE. I tried doing it a few months ago, and gave up since nothing I tried fixed the issue. I even had another thread and people helped a great deal, some of the solutions made it a little better, but most of the artifacts are still there. I redid my texture…
Posted in another thread, goes well here too. There is a pretty common misconception that if you can save a few tris by using alpha, its worth it. This however, is quite misguided. 1. If you're keeping the alpha'd bits on the same UV layout, you're going to DOUBLE the texture memory on a compressed diffuse texture. A 24…
Hey, I'm an Interactive Media/Game Design major at SCAD. I'm focusing my studies on game design and game art, primarily virtual environment design. I'm primarily a web developer and I've got a little experience with modeling/texturing/sculpting. I signed up to start participating in the monthly community environment…
Just to touch on some of this compression stuff a bit more, so we've come to the conclusion that using a greyscale spec, either in the alpha or as a separate image doesnt actually save you any memory. So why would anyone want to do it? Well there are a couple reasons: 1. In terms of performance, grabing a texture from the…
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