Nice! Now you're getting somewhere. I see big leaps in the areas that needed improvement. I think you're mostly on the money for the mesh. The arms might be a touch long, if you bring the arms down so they rested vertical along the body the tips of the fingers should line up around mid thigh. Right now they look like they…
I guess it's yet another one of those noob normal map threads, but I've read through most of them and can't seem to get mine solved. So excuse me if the cause will turn out to be too trivial. This is what I see in the UE4 viewport, you can also tell the light direction from the directional light actor: : This is the…
You can also paint in the layer mask itself and have your generator as a part of the mask stack with multiply blending mode for example. You can also paint a mask on some layer in the very bottom of the stack , set anchor there and then use fill in your target layer mask stack with a link to that anchor. Sometimes it…
I support this effort! It’s great you’re reaching out to others on this. I think we’d be fine with you sharing a link to the server here, if you wanted to do it publicly. Also fine to stick to DMs if you prefer that too.
well, the wear on the stock finish comes in natural. due sweat, the finish laquer wears off. also, it chips. areas, that get much touching are prone to wear of quicker. the normal map on the stock purposely doesnt match the grain of the wood. only where the pure wood is visible. in places where the lacquer is applied, i…
@KadenBurke yeah im not much good at lighting both in practice and theeory, i made this light only based on reference and video tutorials that car studios usually have some big area lamp on top of the car and i was trying to highlight the front tire area but the result kinda makes it look more janky so i stick to only 1…
I did another little test and it works fine on things a little less sticky out. I think for the sticky out thing it needs to have more fidelity to the initial model - although the rough seams still worry me. on
Yeah, a screenshot of the UI or preferentially a video would help to understand what's happening and what's unacceptable performance for you. Here for example I'm on a scene with 2m tris and take barely a second to switch to edit mode on a 700k object on my old computer - and I'm okay with that -, while it can take over 3s…
@poopipe would you say it's worth the extra time to create the high poly first then and baking it, or should I stick to beveling my low poly assets and tweaking the weighted normals? Any threads you could link about your game? Have tried searching but there's a lot of trash so sift through. I'm the solo 3D artist in my…
Boombastic, First, read the rules. Sticky: New to the Polycount Forum? This thread's for you! Second, there's an Archives section with lots of useful threads, like this one: Sticky: [Technical Talk] - Free or low cost 3D and 2D apps