Alright so I will provide reference pics. I am making assets for mobile in Unity. I have this asset in which I made a Low and High. However, I wanted to keep my low under 1.5k I really dont know what a good poly goal is so I tried to keep it as low as I possibly could. However, when I try to bake these cylindrical objects…
Hello. I'm working on a character and I want to use several 4k maps for the mesh so there are more details visible. I sculpted a high poly mesh in ZBrush, retopoed it in 3Ds Max and broke the lowpoly into 3 major pieces - body, arm, head. I exported each piece as a separate .obj file and loaded them all into xNormal for…
Hey all! I'm new to unreal, working on my final student project, and I've hit a really frustrating block with my textures and materials. I'm doing a low poly hand painted project, and all my materials that I import are automatically checked with sRGB. This makes them incredibly washed out and desaturated, really ruins the…
Hello! Wow, long time no see! This is the first post I've made here in like 4 years. Still been lurking around though. :) This weekend I started a little project that has been brewing inside my head for a while now, ever since I played The Vanishing of Ethan Carter with its gorgeous environments. Autodesk has this nifty…
Hi everyone, I've read a ton of threads here on this topic, and I'm still having some issues baking some simple normal maps in XNormal from Blender. I'm hoping if I post my own examples and particular workflow, I might be able to get some more specific advice. I'm starting with the high poly on a simple test object. I have…
The most important thing for your website is to emphasize your artwork, and remove anything else. Unless you are going for a game designer role, this would include your writing. As a very brief aside a about your writing, you really should have a professional (or at least a very skilled friend) proof-read it before posting…
This is a complicated question but let me take a crack at it. It helps to think of the Skyshop Sky object as another dynamic light in your scene. Objects with lightmaps can still be lit by other lights in the scene; think muzzle flashes, vehicle headlights moving around, etc. All these other lights are added on top of…
"Great work so far"? Haha, many thanks! Just think that I was expecting torrents of bad critics when posting the images... :P Wow, so it's you the one who made that mod? I randomly found it some days ago while googlin' for some help... It's really insane, it catches me! Great work indeed! :D The only thing that I could say…
You were really close. See below in red. You need to specify a name for the window object in order to access it specifically. So when you create the window, note that I added a name for the window object, "jayantsWindow". In this way, you can now run the check command if that window exists, and if so then delete it at the…
Sorry to derail your thread more with pointless bickering... The CB is looking good =) EQ, That's pretty much that's my point... with an important caveat: Add details like that where they count. Don't bother wasting your time to detail the under side of a rock if its never going to be turned over. Just because you can pack…