I couldn't help to notice that, when they go into triangle/noise mode, the character seems to disappear. Might be an indication they're not comfortable applying this technique on non-static assets (might also just be that the character is just properly optimised and doesn't benefit from this). They also claim there's no…
When an object has a large enough bevel IRL you'd want to bevel the geometry. Depending on how close the object is viewed in-game, you want to maintain the silhouette. If you have some large objects, such as long vertical pillars/walls, you'd typically want to bevel this. Whereas compared to something small like a tissue…
Thanks Earthquake, can I put in a wishlist request for a override checkbox that disables skew and enables direction when a custom cage is imported? Or should I send that directly to support? Because honestly if direction is disabled for an imported cage, why bother using an imported cage most times if the internal will…
If this is your in-game model, it has too many wasted edgeloops. Eliminate all edges which do not change the silhouette of the model. Only add extra non-silhouette edges when you need them for better baking. Also the detailing depends on its use in-game. If this is a FPS model, to be held by the player, then the closeup…
Congrats on diving in and making it through, I would call it a successful test, so congrats! =) However that doesn't mean there isn't room for improvement... 1) There are a lot of similar materials applied to unique UV shells. They could be stacked fairly easily and allow you to pack more pixels on each face without…
From cap to cap, that entire lamp housing can be unwrapped using cylindrical. Just make sure to scale it either horiz or vertical afterwards to normalise the distortion. Make sure to apply a uv checker map. Once it's flattened you can select strips in the uv window, right click, and 'break' to individual island. As…
I would do a zsphere retopo method to create the geometry to work with. In case you are not familiar with the process: add a zshpere as a subtool and select it scale it way down so it isn't in the way scroll down to "topology" in the Tool palette and open it hit "edit topology" now you can start adding points, like…
Thank you for the thorough explanation. :poly121: I figured out why it wasn't working for me. When I tried to emulate bbox's material I mistook the "Object World Position" node with the "World Position" node. But now it works with my new setup: So literally, all the material does is project the texture down from an…
First thing I see wrong wront/different is the overall face contour. Y The shide shots of elvis show he has a fairly flat/straight face, while your sculpt has a noticeable outward bow. Trace the line from forhead through the cheeks and down. In the refernece that is a nearly vertical line. Also I think you've gone a little…
Just to clear this up, this has nothing to do with your normal map. I believe (if I can remember correctly) that this is intended by Epic. You have to remember that unless using fully dynamic lights you don't have real time specularity. From what I understand, UDK uses a light vector with 3 channels. If they had used 4…