Say you have a round tube as your high poly (black), and a chunky hexagonal tube as your low res (blue with green interior) your ray casts will miss at the corners (red).
You get wonky lines and little dark dents where the rays hit unevenly
A couple of tricks to avoid this.
You can add more divisions into your low capture mesh so it clings to the high evenly, do the bake, then remove those extra edges in the actual game asset.
You can avoid baking the edge of the tube (black crosssection) by extending the high res a little up (blue), baking it and cutting the low mesh (green) at the texture edge ( yellow), and bake the tops (fig 3 seperately flat.
Or you can not bake it at all, and use a trim sheet with a precise bevel on it, and uv map that so it aligns with your edge, giving you perfectly crisp, straight trims.
Another trick is to use NO baked normal maps and instead add a thin strip of polys and orient the normals to the larger faces (face weighted normals)
The latter lends itself very well to ME for close up LODs because they are mostly hard surfaces or thick materials. Face weighted normals look crisp at any resolution, and you only really need it for the upper shoulders neck guards and sheps back details where the camera aims
It wouldn't force the model into reskinning either, as you can usually project weights easily enough.
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Pride March is not a tourist event, it is a protest. It is not something to slap your corporate logo on or sanitise to sell tickets.
It is a protest.
It will be until we are included completely, indivisible and equal.
The police are not welcome as they are part of what we are protesting against.
Pride started as a riot, that was triggered because of a violent, dehumanising police raid.
The police cannot be part of pride until all that stops.
Seeing businesses support us as we march is fantastic. But it is not about them. It is about us.
They either support us year round, or they don't deserve to advertise there.
#Gamedev quicktip. Scene organisation plug ins are worth the money for most editors.
Being able to color code game objects in the browsers, organise them into folders (that remove their transforms on load to save overhead), group and tag assets and make collections is gold.
Sometimes scenes can include a huge number of assets to scroll through. Organising these as children of game objects seems like a great idea, but it means each object has to be transformed by its parents. This slows things down considerably.
A simple solve is to create a script that sits on a parent and dumps the children to the scene root when you start the game, before batching of static objects occurs.
Plug ins exist that do this. So have a look around.
Here is the problem. You have to bake the left mesh to the middle mesh. As you can see, they dont overlap well.
I got ya fam.
Step one. Unwrap your low. Then add some guiding edges to the model- DO NOT smooth your uv out- leave it as is.
Step two, move the guide edges so that they wrap around the model snugly.
So far Mass Effect redux seems to be using higher resolution textures and injected shaders, but I am seeing a lot of the little uv bake errors (we all did at the time as the techniques where new), so perhaps the team didn't get to remaster them.
I would have loved to see the team do things like layering tiled trims on the piping and collars so that the clothes are super crisp in close ups.
Uprezzing the textures hasn't been able to achieve that, because ultimately they are smaller than our HD screens.
But this isn't a criticism of the work, rather I just wanna chat about what I see, what I would have liked to have seen and tochat about techniques.
So Valheim was a great experience, but I would strongly disagree with anyone saying the game is finely balanced... or balanced at all.
Progression comes more from item purchase than skill, and enemies either are hopelessly easy or one shot you.
Don't get me wrong, it is fun on so many fronts and I give it two thumbs up. But balanced? I can't say that.
A lot of the shades of growth and variety needed to feel progress just aren't there yet, and the values often seem arbitrary.
I look forward to seeing it grow and develop, but watching my fam hit the constant walls of new biome death loops and get put off adventuring saddens me. There is so much here that is great.
Fingers crossed the devs get a handle on it over the coming year.