to sum this up. Every edge having adjacent faces 90 deg to each other should be either: 1. be split/having hard edge /different smooth group and same split UV/ separate UV islands 2. Or as a second choice having a small bevel and no split , no UV splitting too but having edge vertex normals rotated to be perfectly…
It's certainly outdated by now, but I would say it's still useful. The biggest takeaways are just being able to make an UDK/Unreal4 scene from scratch going from Modo -> Photoshop ->Unreal and back and forth. His vertex master shader using only 1 texture for pretty much 95% of the entire scene was also solid. Biggest…
Update: I used Unity's particle system where I set my me cloud's mesh as emmiting shape and particles spawning at meshes vertices. Particles also take the vertex colors of vertex they spawned on. On the picture attached there is a comparison how my cloud mesh model looks like and how it looks like presented with 50K…
Yeah I was planning on using a tiling brick texture on just about everything you see here. Then use vertex paint on top of stairs and catwalk to remove bricks and create a walkway. k well that’s usually how I build my levels, a bsp shell and meshes on top. I decided to go full 3D just to practice working inside max with…
A normal baker...Slow one, but works haha. I'll try to improve it. If I can get all the aspects of this right, I should get back to the painter. https://youtu.be/KlNeGY87chc It bakes a world normal map, which gets transformed to tangent space. I should automate this after the baking is done, instead of transforming it in…
It's two normal maps, with three meshes. Two meshes for the small strips and one for the slab. Yeah, I'm going to revisit the bricks once I have much more done, I've been thinking about how I want to do them. Do them. I was trying to make it kinda like in the concept, where there was even dirt or something across the wall.…
Might have to do with the order of operations that your realtime renderer uses. The normal map does smooth out the mesh for specific surface normals, after all. If you animate your mesh, those normals change. But sharp edges like that should only appear if your vertex normals were previously split (or maybe made explicit…
To find the optimal solution, you'd need to benchmark each possibility. Any one of them could be best, depending on your software and your target hardware. In some scenarios, texture memory will be a bottleneck. Especially if your target platform doesn't have much available. In other scenarios, vertex processing might be a…
Okay, I've been scratching my head over this and I hope somebody can give me some pointers. I made the prop on the right using a next-gen workflow and it took me quite a while. I was pleased with how it came out, but it kept niggling in the back of my mind that it took an ungodly amount of time to make. The one to the left…
Well there's also Collada though I haven't tried it yet... and since it's very similar to fbx I'm not sure if it would be any better. Modo's hard/soft edge support sucks since it's limited to the smoothing angle value of the material that's applied to the mesh. Or vertex normal maps which isn't really workable while…