I notice you have lighting the image as well - is this include in the specs? Many current gen games use lightmaps, and this perhaps should also be considered, as you wouldnt get a ps2 game with immaculate lighting without using up extra resources. Just for reference, many assets in the spiderman 2 game (which is free…
[ QUOTE ] Bone's are faster to setup and pose. [/ QUOTE ] In my pipline this isnt the case, considering that I am using the same vertex count and mesh topology for head for every head. Because of this I only had to set the blendshapes up one time and they are translated to every head in the game in one shot. If I were…
I can't really help you but i can tell you that we are using the UE3 engine at work and we are exporting ASE from max into the engine. The smoothing groups are intact. i can confirm the vertex welding though. I think your ASE exporter is the issue, seems like it doesnt really export smoothing groups but just splits the…
MD5mesh doesn't support smoothing groups/hard edges/vertex normals, as far as I'm aware. I assume it's possible to get the same effect by simply breaking the verts along the edges which need to be "hard" before exporting. I assume the exporter won't weld those verts back together (although I might be wrong). Obviously that…
Well, when a game engine is made the programmers either choose an existing animation format and build the engine around that, or they create their own animation format to fulfill their own needs. After this they'll develop tools to convert the output from their animation software into a format accepted by the game engine.…
I'm not sure if you found the specific solution to this, but if the UVs are essentially showing up in your bake then I'd recommend checking your UVs. It's an older tendency when bouncing between programs for every face to become unwelded (or worse, unwelded and individually inverted). In addition to checking your UVs in…
I jsut tried it and was not too impressed. again transfer uv would have been nice also, but has to be same vertex order I will look more in to that now EDIT hey that works now ie shrinkwrap with taget normal project there was no weirdness at all. I will test it a bit further seeif I can break it:) (this was in version 2.81…
A suggestion: the UV panning can affect not only an iris albedo texture but also displacement textures, one for the cornea bump and another for the iris "valley". So one displacement texture is for the cornea and the other for the iris, if all textures pan in sync then the effect works. You haven't said what you're going…
Couple of WIP Materials! Industrial window with embedded chicken wire & the base material for the central rusty door. My reference photoscan had grafitti-like carvings, which I thought looked really nice :) Not sure if I'll keep it for the final material. The bottom is gonna be masked out in Painter later - I want holes in…
Yeah you gotta work a bit to make it look decent, http://polycount.com/discussion/196150/solved-shaderfx-stingray-viewport-pbs-not-rendering-correctly & custom cube maps (which are an absolute pain in the ass to make for the specific format it takes), once you set it up and know how to work it it's immensely powerful. Our…