Hello all, After much learning, finally got my static low poly pilot normal mapped (major breakthrough for me). But I keep seeing the actual UV mesh edges showing up in the normal maps (as seen below). I use Maya2013 for baking normals as I seem to get bad results when using MayaLT2018. Would anyone be able to steer me…
Phew. Long time without an update. High school blows balls. Anyway, I started working on this last night, and I'm quite happy with how it's turning out. I wanted to do something that showed a bit more expression than any of my previous work, so I tried to go for a surprised and slightly disgruntled look. He's still a…
I wouldn´t necessarily call it fun:) And you will probably have nothing to show to people in this time. However seeing your improvement to older models can be quite satisfying and rewarding. Also in the long run you will get better faster which means you can focus faster on whole projects again ;) In regards to Biomag´s…
I am tring to create a foliage mask that appears on my soil layer and i am unable to grow any grass on the soil layer. I am using the latest version of Unreal. I have attempted all recommended solutions, yet I still cannot get it to function. This is quite frustrating. Does anyone know why this is not appearing? I have…
This final pic shows a door with a multi-sub on it. Each of those materials may or may not have at least one and probably more layered tiling textures slapped on them. I'll get my masks and tiling textures kinda like this: Stuff gets normal maps high>low via the typical high>low projection. Normal and geo go to Knald to…
This final pic shows a door with a multi-sub on it. Each of those materials may or may not have at least one and probably more layered tiling textures slapped on them. I'll get my masks and tiling textures kinda like this: Stuff gets normal maps high>low via the typical high>low projection. Normal and geo go to Knald to…
Ignore the above warning, the no texturing the orb rule is in regards to not lettings things detract from the effect. This is a shader effect to show the freeze ability and so is relevant to the piece. I really love the idea of this effect. I think you need to play with the timings of things, such as the spawning of the…
you should build your low poly with the closest dimensions possible to your high poly. In this case, add ~1.5x more geometry to your low poly to achieve a clean bake. Also, you'll need to smooth (soften edges or set smoothing groups) that low poly mesh for baking. if you need help baking msg me and I can show you on skype
Everyone has offered really solid advice. Think that Neox, Eric and sacboy have summarized the key points of the issue and provided a lot of good links to additional resources on the topic. Just wanted to quickly address a couple of different points brought up in the discussion. Subdivision modeling tends to be an…
Thanks @littleclaude! The detailed feedback is sincerely appreciated. Taking it piecemeal, some of your feedback hits right on areas I had planned out + gives me a lot of stellar ideas and I wanted to call them out & show where my mind is at: * "lived-in" details: I have a sitting area where the victim spent most his time…