While the face normals (the one from a center of each triangle ) looks perfectly up those normal are derivative as a median of vertex normals in triangles corners. The bottom left corner for example , clearly not 90 degree up . it's what creates shading gradients. Face weighting, or direct normals editing could fix it .…
the foliage actors us HISMs which are better than ISMs since they'll batch across lods - you likely won't notice any difference unless you have lots of trees on screen at once though if you're not putting loads in your level then you might as well leave them as static meshes - they'll batch dynamically so it'll be…
Sure thing! https://www.artstation.com/nealadam It has to be said that this is no render but just a screengrab from substance with no AO applied. The text and screws should be within the limits poopipe posted above. Might be that the screengrab is messing things up. But thanks for the feedback! Oh, you might be getting…
cryrid, It was my understanding that the subdivision prefs in Topogun mostly just had to do with viewport rendering and performance and not map generation etc. etc. But whatever, I fired up topogun and flipped the pref on and off to see what would happen to the surface. Nothing changed. I did not generate maps with the…
Welcome Raphick nice to have to aboard. I'll give you a heads up about most of the people who post here. Most of them will rip most art posted, to shreds and then tell you how to build it back up better. For some people this could be a crushing blow they never recover from. Keep what is coming in mind and hopefully it will…