Ok so first things first get rid of mental ray it creates more problems than it ever solves, like using the incorrect background color on normal maps. Really the only thing you should be using MR for is Ambient Occlusion. Scanline bakes faster more accurately. 2nd there just isn't much resolution to capture the detail. You…
agreed. Which is why you are maybe having to look at it an extreme angle to see the reflections. A flat normal map color is 128, 128, 255. Could you display your normal for us?
I don't know if I'll have time to participate in this one or not as I have quite a bit of travel planned however, I think something more realistic would be a good idea. I think that alternating between realism and something more fantasy or toon will keep it fresh as well as force people out of a comfort zone they may have.…
I also made a special youtube advent calendar here: http://www.tocogames.com/ac Thx! Unfortunately it doesn't run on the iPad 1, only 256mb ram are just not enough for the Unreal engine really. For Apples standard the iPad 1 is already very outdated. I feel already outdated with my iPad2 that I have not bought too long…
I wouldn't use a cranked lightmap to fix this. It has HUGE implications on a full level. 256x256 isn't much... but for 100 of these items alone that's equivalent to a 2560x2560 texture map (I believe Lightmass uses several passes with other lighting data in too, and they will most likely not pack with 100% efficiency) Turn…
Oh, actually I managed to re-create the problem as I originally encountered it... What happens is that I scale the UVWs so that they are not stretched and fill as much of the original texture space as possible. When I render the UVW template, I set it to 512 x 1024 but since half of the space is empty, I crop the template…