yes it's called degenerated geometry you basically create a face that has twice the same vertex, ie a edge of zero length, that will result into a "non visible" triangle. because it doesnt generate any pixels, it's a pretty good trick to keep a strip running on some other place. However not all platforms might support it…
Good Progress. I would add a gradient to the roof and do a levels adjust on the textures and make all the black a really dark grey. Maybe some supports underneath the roof overhang? Looks a little bare in there. You could do the shadows under the overhang with a simple alpha too. How's your UV pixel density? Looks a bit…
I think readability is an important thing that is lost when graphics keep getting higher fidelity. There is only so many pixels on the screen, its not same as real life. Has to be some empty space. I'm probably in a minority but for example I found it stressful on eyes to play some of the modern big AAA shooters lately.…
So I am currently working on a porsche 911 rsr model and I would like to render it in UE4. However, when applying the textures to the model in UE4, the base colour is wavy and pixelated. In Maya and substance, it is completely fine. All of the UVs have been unfolded. I thought that it could be a triangulation error, but I…
You'll need to make sure it has a corresponding high poly element. Right now there isn't a high surface to hit so it fails to hit anything and creates an empty result in the bake. What you see here is the pixel padding trying to fill in the blank space. The highpoly mesh doesn't need to be complicated, it can be a simple…
That artifacting is just a discrepancy of your low and high res meshes. Your low-res is too low of a resolution of your high-res mesh, so just add more geo. You'll also benefit from having your uv's straightened and aligned to the pixel grid in your UV's so you don't get jagged results/aliasing.
It depends. Layered shaders are comparatively expensive per pixel and don't make a lot of sense in terms of memory unless you're making wide use of them. As such you won't see them used in many games, especially those where the content on screen cannot be carefully curated (Eg. The order has them because its very curated)
That did seem to be it. A typo on my part. However, now I'm getting a warning that says: I use Visual Studio 2010 and Pixel Mine's nFringe with the November build of UDK. Since this is a warning and not necessarily an error, should I be worried about it and if so, how in the world do I fix it? -_- Any help would be…
That's more so if you're using an entire image as a texture with lighting/specular info baked in. What I'm talking about is sampling the value of a single pixel. So, for instance, grabbing a value from an image of a tank can be a great starting point for a military hue. This is perfectly fine. Remember, the albedo isn't…
Hey Hamish! I'm moving there in late August. Would love to meet up with you and Pixel sometime and others to grab a beer. I'm glad I saw this thread, seems like a nice place to move even though the industry there has it's ups and downs. Coming from Michigan (not as far as you), so I'm looking forward to the new experience.