I'm really trying to get better with game assets, and hope you guys can help me improve... here are the meshes: Here's the uv mapping (where I think my issues lay). I made the corners in two different ways to make tests, Left corner is straightened out, right corner has a more natural curve (but still made some uv relax…
Not that I'm aware of, but if you have an Nvidia card you can use CUDA for rendering Normal and AO maps (Optix renderer). EDIT: Apparently it does support distributed rendering, but I do not know how to set it up http://santyhammer.blogspot.com/2007/07/xnormal-3110-beta-1.html
This has bugged me for over a year now, figured i'd finally make a post. When i normal map an object, UV seams instantly pop into view. No seams are visible otherwise. Anyone know of a fix? First i nuked the red and green channels along the left and bottom edges respectively, still had a seam. Then i just threw a pure…
Yup Here's a low poly, a cage and a 2k normal map https://dl.dropboxusercontent.com/u/10105386/pc/table150606.zip I deleted the ornamental geo to make it simpler for me (many didn't line up with the high poly, and might also require exploding the mesh). I changed some vertex normal here and there like the table top where…
Is there an automated way that I can be working with a DDO project at 16-bits and when I export my textures via ddo it will export the Albedo/Gloss/Spec at 8-bit and export the normal at 16-bit? If there isn't a way, can this feature be requested in an upcoming update? Furthermore is there a way to choose what the texture…
I've been strugling with it for weeks, but render que on Decal don't do anything, even if game object Decals are at -50 que, they still render above VFX graph decals
What's taking me the longest time to learn, is how to make certain shapes subdivide properly. In the case of a certain fountain I made recently, it was HORRIBLY painfull, trying to get the sides to blend correctly into the angled base front. Aside from that though, it's really a breeze. Painting a diffuse/spec map for a…
Hello :) I have made some tuts on the modeling in zbrush and I have made a statue model with the details etc , now I would like ot make of it an ingame model so I would need some tutorials on retopology of the model and how to extract the normal maps .... BTW is there any best retopology engine tool out there? Apart Zbrush…
And, i am here again :) Carefull - long post here. Did a lot of research. Searched all possible options via google - seems like no one models mid-poly cars these days :D What i am trying to achieve: nice smoothed mid poly car model with proper reflectons and without normal map on its body. Stuff that we can see in every…
Hi! I'm sort of new to DDO but i found my way to the effect properties that use object space normal masking to apply directional effects. When i open up the settings for it, the problem is that changing the sliders seems weird. I think it's easier if i just say what my spefific problem is. I have my dirt layer go on the…