Hi, I thought it was a nice idea to add some additional detail in mudbox on my low poly mesh. It really worked out fine, beside that i'm getting some weird lines (probably on the edges of my low poly). I can smooth that out, but just not getting them would be a lot nicer. Could this be solved ?
Hey everyone. I'm working on a project where we need to have multiple material instances which need to have the screendoor fade effect. I've gotten the screeendoor fade to work on the original material, however the effect does not seem to transfer over to the instances. Does anyone know how to solve/ work around this…
Hello, I am having trouble solving this issue. I need the handle of the pot to be thinner... if I select the polys, vertices or edges and scale them down, it scales also the dimensions of the handle. Is there a way to make just the handle thinner without having to scale the selected polys? here's an image: Thx for help!
Hi polycount! Now I’m creating an outdoor scene in UE4 This is what I’ve made for now. My next step will be creating of lights to make a night light model. I have a problem whith antialiasing For now I have to solve this issue by creating a model whith alpha textures or looking for another antialiasing algorithm. CCW!
Search for game pipelines on polycount wiki! There are a lot of info and new terms you have to learn, like baking maps from high to low poly, how smoothing groups and vertex normals afferct your normal map baking, and pbr texturing. Enjoy the frustration and problem solving :)
Oh my god, I actually love you so much! You've solved this for me. I'm an idiot and should have tried this. But even in the wireframe view in Unity I can see the Unity algorithm has triangulated it differently to the Painter export. Thank you so much!
I could be wrong but I was having a similar issue last night painting in MB and it's because my mesh was triangulated on import. When I would paint in the edge it would fill a triangle. Instead of solving it I would leave it and in Photoshop I'd correct it. Hope this helps :S
You should check out the last post on this page, i linked a Crye Engine doc, that explains how to get better bakes in xNormal. http://polycount.com/discussion/149028/padding-issue http://docs.cryengine.com/display/SDKDOC2/Common+XNormal+Baking+Errors+and+How+to+Solve+Them
Hey there, when you bake in max your normal map the Y is always flipped. i could be that the previewer show some false results. check it in ps out. if it dont fits just open your map in ps and flip the green channel by hand. and the problem is solved. greetz
OK, here it is. a hell of a lot better if you ask me. The problem is solved :) the only thing that is left is to retopologize the model and the displacement map will look FINE as hell. The model itself is 18k polygons but most of those polygons have gone to the wings. Thanks guys for you help :D !!!