I'd get your block out into UE4 and look at it with the default (grey) material applied to everything. That will give you a better and clearer view of whether the scene is working compositionally. To make the scene more interesting don't have the camera looking straight on into the scene. This makes the picture look flat.…
it should show you something , en error message. "not enough ram" or something. if it doesnt it's rather something in the settings, axis mismatch maybe. I recall I once saved hi res as obj and then low poly target as fbx and they was scale mismatching Xnormal could be quite puzzling , It's hard to tell what's wrong. Try to…
Running a search on BA bumped into this thread with I think a similar issue: https://blenderartists.org/t/help-i-cant-find-my-bones/516601/5 Apparently bone layers are different to mesh layers (...BTW I'm not a animator by trade) and it seems by default under properties all the bones are set to hide, now to unhide switch…
Thank you, they will be uniquely mapped on shared texture sheets, probably 1024s with mass amounts of parts on each. They only need like 32^2 - 128^2 pixels each to get the look so putting a bunch on one texture is still cheap to load and makes it faster to do. Probably going to be metal / rough since iirc that is how…
I love it :) You're obviously stepping away from the default color palette, so not sure how valve would react to this, but i dont mind having this in game. You could add a couple of more scratches scattered around the helmet, maybe make the one under the eye a bit bigger. Right now to me the headpiece looks a bit like a…
Thanks Selaznog. I'll take a look at that when I get the chance. For now, I just threw the stuff together on a plane to see how everything looks next to each other! I still have to fix the prickly pear. The skybox is just the default blue sky one in marmoset in this screenshot. I think I might end up going with just a…
Hi. You could use a second uv channel, yes, but Unreal doesn't generate tangents for it by default, so the material setup isn't really straight forward. There are 2 nodes that you will need to use. "derive tangent base" to make tangents for the second channel, and "blend angle corrected normals" to blend the 2 normals. Its…
Yeah I had seen Polyhertz'z video before. But anyway I am going to have a mess about with NVil(might as well). I did come up against my first problem, all selections were selecting verts and edges through the model, I thought the program was broken. After an extensive search through their forums turns out Sub Object…
Maybe we could have two perms. A Being the current and default. B For the spill over when needed (like now). Anyhow I have a B in session for anyone who cant get in A, but its not a permanent. https://plus.google.com/hangouts/_/a23726d044309fbf7deb9f3713e5ca40509b9cc8 Attempt A always first.…
He's saying the same thing we are saying. He's baking with Substance Painter (mikkT) for Unreal (mikkT). His info is out of date for Unity 5.3, but it applied to 5.2 and older. Follow the unreal instructions for Unity 5.3 and newer. xNormal and all other bakers default to mikkT as far as I know. Only 3ds Max doesn't. (I…