Well, left is layer placed with pixels precision scaled to exactly 64x2048 pix and moved around with 1 pix increments to exact value. Right is when I scaled the thing just on my eye and moved around using gizmo. So when I composite something from earlier created materials I always get this slightly blurrier result. It's…
The game we're developing is a FPS that has a mix of sci-fi, fantasy, and urban gothic themes. The FPS will be a game mod based on open-source engines Cube 2 and Tesseract with gameplay similar to Red Eclipse and other FPS games. Hello, we're hard at work developing a game demo. We already have a functional alpha build of…
Hello ! Always loving the JuniorSenior avatar :) Along the lines of the suggestions from the Great Eric, and considering that the goal is an actual game asset for UE, then simply start by modeling a first version of the final polygon game asset of the tent at rest. Garment making tools may be useful to an extent since they…
it's not Substance issue. It's a matter of surface shading, vertex normals , proper split/hard edges placement . First apply any shiny/ polished material in Maya to check if you see same issues there. There shouldn't be triangle like gradients or reflection distortions . Neither in a first next LOD too at least. You may…
Forgetting the procedural aspect, having it as a simple exporter can save a ton of time. For instance in photoshop you may have stacks of layers that blend different bakes together, but when you tweak something you have to go and re-save any of your changed maps, but with substance you can specify your outputs, pack maps…
Because our road meshes are often quite complex and with many parts crossing over and under other parts, a custom collision mesh is the only way to go. I think this means I can't export as FBX - as far as I can see collisions only work properly when you export as an ASE file. Thus I lose the ability to automatically import…
First off you could have posted this in the CryEngine section :P For your problem, I don't really get it, the material editor also didn't changed a lot (you don't have to use the node-based version just change to compact and you get the good old editor). Now to you Question.. Just create a simple Box that fits the size of…
First off, it's not true that you'd have to redo the cage. You can export the actual cage that you've built with the Projection modifier. In the Projection modifier, under the Cage dropdown, there's an Export button that lets you export the cage. You can then take that cage into xNormal and just use it. Second, since your…