For non realtime rendering: Render times are pretty much completely dependent on your render settings, not triangle count. Just dont use fancy lighting stuff and it should be fine. In a real work environment you would probably have hundreds of depth map shadow lights and/or other cheap to render lights, no radiosity or…
It's just artifacts in your map. Change the compression to "NormalMapUncompressed" and you will get much better results. Please note the more degraded your Normal map is terms of quality from Photoshop (especially if you use pictures are your resource and use something like ndo to generate them) the more it will show up as…
It should work in 1.3, and it seems to work with some meshes, but apparently it's still not 100% perfect as you have found a problem with that test mesh from hell. It could be due to some changes done by Painter on the geometry to remove edge cases like 0-area triangles, counter-clockwise orientation or non manifold edges,…
Hello, my name is Jack. I am the lead 3D Artist and executive at SymmetryGames. I will do my best to keep this thread short and straight forward. Currently, our studio is developing a 3D Zombie Shooter (.io) game in PlayCanvas. We are at the stage where we are finishing up pre-production, and moving towards work on our…
Hi Nikola I've worked in both games and film pipelines and I think I can answer some of your questions. 1. This totally depends on the game but for the part game models are approximations of real things. In other words we exaggerate details to make them easily readable on screen . (this also helps reduce polycount and fit…
Does anyone use it really? Any improving in photo to normal map generation? From what I saw in youtube videos it looks like it generates small 1x1m pieces , repeating like hell and not much of a help. Am I wrong . Same reason I hardly use megascan textures. What about crispness of normal and height map? Looks a bit blurry…