I forgot to mention "remap pixel values" thanks Tzur_H for covering that. Though it only apples to Modo 801, for earlier version that's not needed. Also depend on your target engine, you might need to use handplane to convert it to tangent space normal map. Xnormal is sync with UE4.
Wow! This is so well-made that it doesn't even look like a Pokemon (heh, this one is better)! XD As for animating the legs... I would use Morph Targets in 3DS (I don't know how they are called in Maya), but I'm not sure that a game engine can read them natively...
Still the knife and the fish need to be sculpted but 1st pass is done. I hope I have time to second pass:) However I start to retopologizing it. How many tris should the altar has when I target to current gen? What do you think guys?
It depends on your target resolution. We have some good examples here (scroll down), plus at the top some examples showing how the joints can be made in different ways depending on the kind of deformation you want, and the resolution you need. http://wiki.polycount.com/wiki/Limb_Topology
Ooooh, if Eirc (chaddy) is still haunting this topic - i'd like know how you'd create the custom cubemap tex? - just take 6 screenshots of the area around the 'target object' and stitch them in pshop? - or is there an inbuilt capture function........ err. didn't look at the previous posts :( sorry
Hi there, Last time I did it was that way : source model - Uvs on default set target model - Uvs on default set. Hence you can try using the same set on both models for map transfer. Both on second set I mean. Hope it'll work.
Can anyone clarify how companies like CyberConnect2 and Arc System Works keep their normal edited meshes looking so clean even with skeletal and morph target deforms in UE4? I get clean normals for deforms in blender by using a proxy mesh to copy normals from. Is this possible in UE4?
Hi guys, i managed to get a render target of a textured model in shader fx (with Kodde's tga pbl shader). But the blur in the red channel causes it to leave some nasty cyan bleeding along the shadowed areas. Is there a way to mask out the blurring in the lit areas? help would be much appreciated!
I am curious about what specs the latest MMOs on Mobile are using. I know your min spec really comes from what device you are aiming to put it on. However, if you were targeting a phone made within the last couple of years, what would be ideal for what can be displayed on screen?
Hey everyone ! I have just ended a Gameloft art Test. The main purpose was to create a concept based on a tower defense and to model it. The target was for Casual gamers (mobile device) in a Sci-fi environment. Limited 1000 -> 3000 polys 1K Diffuse (optional, Normal map, Specular map) if it can help somebody :)