Is the issue that you're having, is that it just "SNAPS" to the direction without interpolating? Because unreal pawns do that by default and its pretty annoying. Ha! I'm not in front of unreal at the moment but off the top of my head there are three setting that you almost always have to set before you can start working…
A couple of years ago I saw a thread here where the poster showed a trick with fake chamfered edges on 90 degree edges. Of course, I can't find the thread anymore, nor who posted it. However as I remembered it, the trick was taking a 6 edged cube or other low poly primitive and by manipulating the vertex or face normals on…
Hey guys! Guess what? It's me again. With my Leona character being in the most capable hands of my animator friend, I've decided to finish the project I did take up last year. Some of you may have seen it a few months back. This is a character designed by Eduardo Garcia in his HoMM3 redesign series. What I'll try to do in…
Please don't spread misinformation. Zbrush actually doesn't use your GPU at all, which is why it runs so passably on average computers compared to most tools of the trade. For Zbrush you'll therefore get more benefit from a stronger CPU, and it generally even benefits from having more cores available as the sculpting…
3DS Max > Zbrush > Substance Workflow Tutorial Note: This was made several years back, and My knowledge of these programs has increased greatly. Most of this pipeline is still relevant, and I hope that you find it useful (9/12/2019) My name is Adam and am responsible for the vast majority of assets in the upcoming game…
Hey, I am having a scan with 80 Million polys and I am trying to get a good normal map out of it. With the help of XNormal, so far I have tried it like 50 times, checked in Google and read a lot but whatever I do. I cant get rid of a lot of small little black framed islands.. My low poly has a good UV setup with 6k polys.…
Its like painting normals from scratch, sure you can do it, but what is the point? It will never look as good or be as accurate, and many cases it will take much longer. Saying rendered maps take away from the "artistry" is just silly, thats like saying using global illumination to light an environment takes away from the…
Wow the responce for this new court is substantially better than when I showed the other 3 before. Poop, I'm glad you like the shadows this was our big next gen feature and is ultimately what made our game look different than everything else that had shipped before us. Skate is using the same lighting tech so you will see…
The blur method works pretty well, I've used a large smudge/smear brush. I've also sampled colors and painted around the edges as well as done the blur method and depending on the piece copied and scaled it. The important thing is to be mindful that the background can bleed into your viewable image, especially when…
Remember that you will also have fixes and bugs to deal with in a normal game. Take than into account too. Make models and textures in a way that allows you for fast corrections later. Your first goal is to get an asset done. Second, remove all bugs, because buggy asset is not finished. I think that's why people may…