Yeah, it's likely that the light distance is not high enough to hit your model, which means the scale of your mesh is probably very large. You can adjust global scale in the scene object's properties. @vertex_, adjusting scale should solve your issue as well
@vertex_ Yooo would that work in Maya? Smoothing groups = soften/harden edges right? @Macebo My old workflow was HP mesh and bake onto LP mesh. New workflow is HP mesh, back onto LP mesh that has a cage attached. I'm liking it so far.
Hi @SopheeJay! Tested the meshes in U4.27 in a default Third Person Level (using UV01 as lightmap UVs). I think the issue is caused by the shading/vertex normals of the meshes (smooth corners?) combined with the angle of the directional light. Baked Light in Production quality, Static Lighting Level Scale 0.5, Num Indirect…
holy sh*t, this is good how did you make those smear frames, you just manually deformed mesh by vertexies? how you did the punch rain at 24sec, she has 3 arms :D ? cool idea with marking vfx like smoke/dust with simple shapes, definetly will try that are those your rigs?
Thanks! But These are your files, straight to marmoset, same distortion. Without cage and with cage, no difference. I compared vertex normals of your files vs mine and they are identical also. So its a marmoset thing? Also I really wouldnt know how a cube would be baking fine on a 1 piece UV. Literally the first thing I…
Smoothing groups are somewhat dependent on how you plan to view your model in engine. If it's flat lighting, smoothing groups don't matter. However, if you are baking normal maps there are some guidelines you should follow to improve your bakes. There are exceptions, but generally the same steps are followed when preparing…
Here are some things I noticed: the railings have some pieces broken out, but are otherwise completely straight. How did that happen? Did someone saw them off at night? the street normal texture is too large in scale and it wasn't a great photo to normal conversion. Asphalt doesn't break up that smoothly, it has sharp…
In this specific case you'd be better off box mapping to the same value with a much smaller texture with less bricks in it. That is to say you might box map it 5x5x5 and fix anything that doesn't look right (thin sides of walls, for example, might not be aligned the same as the front and back and may need further…
i dont think smoothing groups is the main issue here. first of all: your low-poly model with applied normal map doesn't look too bad! so there is no real bad issue as far as one can see from your renders. the "artifacts" around your normal map probably result from edge padding. this is helpful (for mipmapping i believe).…
* It'll depend on the overall complexity of the kit and the player's camera perspective. I'd lean towards separating them for the sake of layer management . * Manifold meshes give you some wiggle room for tweaking/offsetting without light leaks, but you'll pay for it with your lightmap and you'll inevitably have some…