Oh, one last thing; I think if your normal map is imported as default compression, it reads as 0->1 space in all three channels, while normal map compression reads as -1->1. If you're not using the specific normal map compression you'll need to use it as the alpha of a lerp between -1 and 1 to get a shift that goes both…
Yeah, BC5 and uncompressed normalmaps give these artifacts for me aswell in DX11 mode. You dont want to clamp between 0 and 1 since UDK converts the normalmaps to values -1 to 1, right?
wips for my entries. will post the next part of the wips and the finals soon:) i did 2 illustrations with Diana, 1 Jinx, 1 Elise and 1 Ahri thanks for checking my stuff! alex
Hello we are looking for freelancer who can help in creating our fanmade 3d animation video.Here are the list of details for this video. works needs to be done 1.Modeling 2.Animation 3.Vfx 4.Rendering 5.Final Output we need only a single freelancer or a freelancer working with team as there won't be any seperate works only…