The foliage shading was something that ended up being a real annoyance actually. UE4 doesn't currently have a good way of doing back face shading without flipping the vertex normals automatically for the back face. I ended up having to brute force the problem and use duplicates of the foliage geometry for the back faces…
I would try subdivide > displace > decimate (planar with UV's) > data transfer to project vertex normals from initial model to a new one so it would be matching initial normal map. But I never tried it myself in Blender. Not sure the data transfer would cope with normals properly and you wouldn't have to bake normal maps…
Hey @Faf really amazing work here! Thanks for share your process :) I just have a doubt, when you make use of this process in more 3D element (not to much 2D planes likes this one) were you need to make UV seams (cuts), if you make use of the normal map texture, this UV seams would not see well cause the vertex normal…
Well yes and no. When polypainting within a sculpting program be that mudbox or zbrush; the mesh will need to be on several subdivisons to achieve a smooth effect. - So yes in that respect. However, when you bake this colour to the lower poly it bakes the colour into "vertexes" so in theory you could polypaint a plane and…
Splendid work David. It's pretty rare to come across such a well executed personal project, so mad props to you, man. Did you do dynamic wet surfaces through object position? But your stream changes height so I might be off here. Really curios how you did that one. Also was water stream simulation done through a flow map,…
Arod529 Yeah, I was thinking about doing chocolate cake but don't know oreos sorta one that debate. Shrike Alright, Will do! Zombieminteractive yeah, I rendered everything and I noticed as soon as everything was done and about to go to sleep :\ Yeah Im going to rework the lemons and finsh up a few textures today.. Yeah…
@BIGTIMEMASTER What's your processor? I've done a number of meshes around 40k-100k verts with no problem. The biggest I've worked with in QD was a little over 4 million verts and I found it surprisingly responsive. Add/Remove a loop would only take ~5 seconds or less, which was reasonable. i7-4790k here, I think I was on a…
Thanks guys! Im really happy you like it :) Ill look into some breakdowns once I get back to the studio. If I remember correctly I think texture is just a highres grund texture with some mesh leaves that are place on The terrain using the same material mask:) We have a pretty cool dynamic vegetation system in Frostbite,…
thanks everyone for all the kind words and critiques! Thanks! I agree the roof moss looks a bit blobby. I had some difficulty using vertex alpha blending on the roof, due to how low poly that part of the model is. finding a good trade off between breaking up the materials on the roof and saving triangles is tricky. you can…
You can bake AO/curvature (per pixel instead of per vertex)/worldspace/position. Specular isn't a baked map (and isn't used in the metal/rough workflow) Note, however, that the AO and curvature will drive most of your convex/concave effects and because you've no NM they will rely on the geometry so the results will be…