I sometimes encounter an issue with deformed textures and losing details in some regions of my models, like normals or edge highlights, after importing my assets to Unreal. The reason being is that Unreal rounds up UV coordinate numbers, unless full precision UVs are enabled for static mesh: Here are some examples. Left is…
While in any offline render it's subtle . I load ACES 1.1 config.ocio in Blender, set all materials to use utility- sRGB texture , HDRI background to linear sRGB and see nothing especially contrast or darker in midtones. It tame down overexposed areas as expected but nothing drastic otherwise . While our render looks…
Hi everyone, I'm pretty stoked to share my latest project: Kaba Baiz's Meat Packing Plant, a UE5 game environment inspired by Star Wars and more specifically, the "Return of the Mandalorian" episode in The Book of Boba Fett. This fan art project's goal was to recreate the referenced scene as a fully explorable environment…
Thanks guys i appreciate the feedback! Tumerboy yup the RPG feels a little weak overall looking at it now, il give texturing and the rocket a little more time. :) NEW PIECE: The MP-446 'Viking' pistol is a recent development of the Izhevsk Mechanical Plant (IzhMech, also known in the West by its trademark 'Baikal'). The…
thank you i cleaned it up and found when i delte some of the edges which were close together it solved the problem, cause there as no tris in the mesh. If you are using low poly does it not like edges too close together on meshes, like for example when you got two edges close together to tighten a hard edge?
I got the PS4 bundle and I'm really liking it so far. I love the sound effects and music as well. I only got my character to level 4 the first night after spending a lot of time looking at stuff. I really like the speeder bikes. Hope there's a bike racing/deathrace mode to come :P
combining drop bars and road bike brake-shifters (STI) with mountain bike frames and parts is not straight forward. you will need the STI's and derailleurs front and back at the very least, they can't be mixed and matched with MTB stuff. then you might be stuck with having to use a road bike crankset for the front…
Not sure why the normals are producing that strong of a gradient, but the larger the difference between the shading of the low poly and high poly, the more likely you'll see issues like this. Might need to look at vertex normals instead of face, I think this is mostly a vertex normals issue and should be solvable.