I little bit of tweaking like colour adjustment can sometimes add that extra needed punch to complete the image. But I agree, painting out artifacts/seams/errors for real time stuff is not right as the person viewing is expecting to see you execute real time work.
Hi, SP imports both obj and FBX - what program did you create the chess piece in? Can you export from it as FBX and give that a try? Do you get an error in the SP log tab when you try to import the obj - or what exactly happens?
With a Hard edge+UV seam at 90° this is going to happen. It's caused from padding and texture filtering, it would be better to add some more geometry and a soft edge, any interpolation errors wouldn't be noticeable then. A model with geometry this low and normal map this high isn't well optimized anyway.
What does the lowpoly without normal map look like? I would try assigning smoothing groups to each of your uv islands(so you get hard edges on your uv borders). It looks like the extreme angles on your lowpoly are causing smoothing errors.
it seems like you tried to save tris on the focal part, the blade, it looks fairly blocky and with smoothing errors , did you make a highpoly for normal baking purposes ? i think you should fix the feel of the model with the normal right now before moving onto the texture.
For whatever reason I'm unable to see your latest images (last two posts). This makes me a sad panda. Same in every browser I've tried (ie. opera. chrome) I get the 403 error from DB when i try to follow the link manually.
Your layout can be completely different between channels(although UE4 uses the base 0 channel as the normal directions so you can't rotate islands without lighting rendering errors on NMs) this is how lightmap uvs are utilised. The texcoord node in UE4 allows channel lookup.
Hi guys, neither of these suggestions work. This one always returns false, even if the UV editor is open window -query -exists "polyTexturePlacementPanel1"; and this code just fails to find anything with an error window -query -vis "polyTexturePlacementPanel1"; this also fails to find anything window -query -vis…
^couldn't have said it better myself. a lot of your wear looks random and doesn't make sense... but my biggest problem is that the part he says he looks weird... I have no idea whats going on there. no idea what it is and there even looks like UV stretching and errors in there...
That causes you to look into the void if using cubes. Planes have a higher chance of causing BSP errors. Both planes and cubes cause problems with shadow casting and such. Neither allows for various properties to be set, such as translucency sort prio. In general there are only cons, no pros. So use mesh.