Monday, 7 March 2016

7th Mar Notes

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
Baking
Low poly
Inside
High poly
Inside
Cage
Edit mesh > transform > pull blue lever
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
Pivot must be at world 0
(*modify > center pivot*)
UE4

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