QA sesh with Chris
Pillar
Fine if you don't get it textured, focus on Normal Map
Tricount - 10k max
Texture UV Albedo
1 - 2048 X 2048
4 - 1024 X 1024
When unwrapping use checkerboard to ensure even texture distribution
*Unfold UV* - (pin unselected UVs, horizontal then vertical, maximum iterations 1000)
With seams separate UVs along the selected edge
Use smooth UVs
1 - 2048 X 2048
4 - 1024 X 1024
When unwrapping use checkerboard to ensure even texture distribution
*Unfold UV* - (pin unselected UVs, horizontal then vertical, maximum iterations 1000)
With seams separate UVs along the selected edge
Use smooth UVs
Baking
Low poly
Inside
High poly
Inside
Cage
Low poly
Inside
High poly
Inside
Cage
Edit mesh > transform > pull blue lever
Export as FBX for Xnormal
Export as FBX for Xnormal
Use selection constraints to select planar surfaces quickly
Need *normal map - RG
Bonus *albedo map - colour
*metallic map - greyscale
*roughness map - greyscale
*emissive map - greyscle
*transparency / opacity
*paralax occlusion mapping - POM
*ambient occlusion - AO
*metallic map - greyscale
*roughness map - greyscale
*emissive map - greyscle
*transparency / opacity
*paralax occlusion mapping - POM
*ambient occlusion - AO
Pivot must be at world 0
(*modify > center pivot*)
(*modify > center pivot*)
UE4
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