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.
Anyone else want me to redo the mass effect legendary clothing? ;)
Just remember, your LOW poly model in your bake is just to say, hey, take this bit of the mesh and write the data about it onto this pixel of a texture.
It is an intermediate, a harvester of information.
It does NOT have to be your actual shipped game geo.
Seriously though, toss a coin to your poly witch, eh? I could really do with some help saving for facial surgery.
And a reminder that my optimising game assets tutes are in the works. Imagine videos of this kind of stuff.
Oh, side note, young men using this technique or teaching it... you learned it from a middle aged woman with greying hair.
Remember that.
Lets counter ageism.
• • •
Missing some Tweet in this thread? You can try to
force a refresh
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.
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).
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.