i'd consider optimization as something that can be put as an afterthought - you could e.g. render to texture - perhaps in automated fashion - a game resolution/pixel density atlas of your character's maps to a fresh uv set in the end. my concern would be how to work with the asset, keeping the work data consistent to be…
Hey, it looks really nice, but one small thing that ruins it for me is that the fractures in some of the bricks just kind of fall-off as they get to the edges, which never happens IRL - a fracture in piece of stone (or anything reallly) goes from edge to edge and never just fades out. The most egregious example if the…
Small update, weekend is going to be full work. My approach to textures is big shapes baked from hi-poly and most things smaller than that (especially those panels lines) I make in Photoshop and import the black and white heightmap to Substance Designer. Slap a Height/Normal blend node in there and it's all good. I'm going…
Awesome, always love seeing Bloodborne fanart. It's hard to make out your wires though - white lines would show up much more clearly, or just only enable your normal map and use black wires on a white mesh. UV map looks a little tight in places for a 2K map, you should have 16 pixels of padding inbetween islands. You might…
If you have overlapping UVs, you should move the extra overlaps -1 u or v in UV space. If you don't you will bake over the same area multiple times in your texture and introduce errors. Where ever you have a hard edge you should split your UV shell there as well. If you do not you will introduce small errors, usually on…
I believe the issue with the speaker is because you have creases / hard edges on the high poly and when you import it into painter it gets fully smoothed out so the shading gets messed up. Its hard to see from your image but it kinda looks like you have used booleans and there are ngons all over the place. So make sure you…
sorry in advance if this may sound harsh finished? no way don't get me wrong, the model looks nice, the shapes are cool - the normalmaps seem to work good besides some shading errors on hard anglers, which I assume come from beeing not synchronized between normal baker and renderer? But texture and shadingwise thise is…
There was a thread about the blending of the meshes with the terrain, but I don't think anything really came out of it other than it just being special Frostbite magic. You can achieve a similar affect in Unreal with the Pixel Depth Offset and the DitherTemporalAA node, although that's just a soft blend with whatever the…
It's definitely looking better now. It's great to see you implementing the feedback. If you want to use a large normal map then it better have enough information in it to justify the expense. Most of your normal map detail is made of bevels that are only a few pixels wide. Some of that could probably be polygons in the…
For this particular model I wouldn't even bother with an NM. Your large cylindrical shapes have dense topology and you can see that zero info has baked from high to low on these parts. And you could add a rounded bevel to the tabletop as physical geo. Your tabletop edges are very sharp and won't be read well(rule of thumb…