A uniform Texel Density is not always the best choice. Look from the "Player" view. When you can kiss the wall, the wall needs higher density than a roof you never can visit. Its nice to have "playable" Blockout for this for optimation. (Unreal5 has extra Viewport Modus for Texel Density) Increase the minimum view distance…
Face weighted normals is not a panacea . They helped mostly on boxy shaped things with geometry bevels. Their main purpose is transferring shading gradients from big flat quads to smaller and thin bevel ones. Not working that good on intersecting cylinders for example. If your next LOD is without those bevels already it…
Yes, I do actually. because with sub_D for hard surfaces you actually have to do two models nevertheless. One with sud-D for hi res to bake . To be then split into parts with vertex normals matching and another one with split edges ( smooth groups) for your actual game and LODs . Sometimes totally unrelated to each other .…
Henlo Polycount, I had done this asset for an art test a long time ago and now wanted to further flesh it out. Plan to render it in Marmoset, UE5 (HDRI), UE5 (MedievalEnv-Quxiel) with some back story clips. I have some plans for a back story - Something around wishing well of death. That appears in a village affected by a…
Last time I did it it was a combination of uniquely unwrapped big floating pieces done from Lidar scanned point clouds plus lots of manual cleaning and over sculpting altogether with extra UV channel for a second layer of tilable normal and color textures Plus Substance Designer generated tilable displaced materials in…
This whole thread makes me wonder are all those thing gamedev related? Because support loops are big NO in game dev usually. How would you do LODs with those support loops ? Aren't hard /split edges and normal maps been invented to fix all this and editing vertex normals is a way to fix unwanted shading gradients on…
As part of an actively developed indie video game - we are looking for people with existing experience in hair cards / dynamic grooming - of furry creatures. This work would be used on playable characters. You would only be responsible for the Groom specifically, as an expert to the team. We have animators, developers, and…