Looks like you don't have a reflection actor, which is needed to support UE4's fancy reflection and material stuff. Not that I'm actually a fan of how they did such (stupid static only is stupid, then again so is there lightmapping solution) but it would really help with what looks like your diffuse only materials. Good…
Some more objects for the scene gonna post video of the scene soon. Hopefully with Lightmaps and textured ground. Crits/Advice needed :) Neon Light above the Doors Rock sculpted in a modular way, so i can build little rock mountains ^^. In UDK This is ground Shader im working on. Still not sure if those textures are the…
Hey everyone here's a small update to show what I've done in the past 2 days. I'm going to be adding lightmaps tomorrow to get rid of the errors for the objects I have. I'm also going to finish the Arch door, Arch Path, and Arch Gate. Lot's of arches. lol Also here's a closeup on the vines and cloth in motion.
The Siltstrider is done! Here he is waiting by the striderport for passengers. I've been messing with the lighting too. Trying to make it more "Morrowindy". I also ended up replacing the entire map since some strange problem with Unreal was ruining my lightmaps. On the brightside most of the town assets are blocked in now…
Combine them into groups of meshes. MassiveLOD for example. Also don't use specular on them (turn of "Use Lightmap Specular" in the material) as spec adds a second drawcall to an object in unreal. It looks good for the most part, but that house really stands out. The scale of the windows looks off, it looks bulky and…
I've noticed that photoshop adds a slight noise when converting from 16bits to 8bits. I know noise (dithering) is the way to counter 8bits banding, but somehow it looks better when saving directly a 16bits file to 8bits png, without converting in photoshop (atleast on my lightmaps) But dds compression will trash out all…
Thanks Gooner442, Fixing the texturing is my no1 priority, need a more dirty look overall. More material variation for the rooftops is a nice idea, adding it to the list :) to do; * Take a look at lightmap res * Fix texture details * Fix cloud texture * Ambient Shadow color * Add some more background buildings * Break up…
We use xrefs at work. Although they have been custom done into our UI/Tools so it gives us a ton more options then standaered xrefs like lightmap rez, sound info, collision and so forth. Have hered some negitive feedback like Vig said about xrefs, havent had it myself though.
While I'm pretty good using Xnormal for most bakes. I think the thing I'm most excited for when it comes to baking with Blender cycles is baking lightmaps for use in Unity, though with the upcoming development on baking with a cage in Blender I feel like this should also be nice to help the workflow of baking matcaps and…
Okay, when we choose the default static lighting option, we have to check our lightmaps carefully, that's why sometimes the results are bad. In a dynamic lighting environment, I corrected this kind of hi-res screenshot artifact by making sure all the lights were set on "movable" and by adjusting the shadow bias function of…