Hi guys, so, something has changed, either in 3dcoat or in New unreal engine 5.2 ? suddenly my normal maps are not making the model look better (I`ve always used retopo via decimation / then bake normals) then I was texturing it, and the Normals always made my model look sharper, better. now its something like this :
at least thats what I thought it was, in blender it did look better but with simple light scenario (local point light, no ambient light) but when I turned on nice hdri I had noticed the same weird shading on the edges, of orange parts on the top of the turret (Im no 3d artist, Im a concept designer, so Im gueassing its becouse for the dirty Topology?)
So, this ugly shading only occurs when the light is really low, on top light scenario its all fine
but then when I render the same object (retopoed mesh, with textures, it looks beautiful no matter the angle) ( sorry for the long post, actually at this point Im not sure whats my question :D, well, the question my be, How to improve on stuff like that, I should learn more about topology right ? xD or just render my concepts in 3dcoat)
EDIT: any tips on how to quickly do RETOPO so the unreal engine will render it nicely ? maybe I can render High Poly mesh and use nanites ? but then how to texture it ?)
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rosikowski
Hi guys, so, something has changed, either in 3dcoat or in New unreal engine 5.2 ? suddenly my normal maps are not making the model look better (I`ve always used retopo via decimation / then bake normals) then I was texturing it, and the Normals always made my model look sharper, better. now its something like this :
at least thats what I thought it was, in blender it did look better but with simple light scenario (local point light, no ambient light) but when I turned on nice hdri I had noticed the same weird shading on the edges, of orange parts on the top of the turret (Im no 3d artist, Im a concept designer, so Im gueassing its becouse for the dirty Topology?)
So, this ugly shading only occurs when the light is really low, on top light scenario its all fine
but then when I render the same object (retopoed mesh, with textures, it looks beautiful no matter the angle) ( sorry for the long post, actually at this point Im not sure whats my question :D, well, the question my be, How to improve on stuff like that, I should learn more about topology right ? xD or just render my concepts in 3dcoat)
Edited by rosikowskiEDIT:
any tips on how to quickly do RETOPO so the unreal engine will render it nicely ? maybe I can render High Poly mesh and use nanites ? but then how to texture it ?)
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