Those animations look amazing!! Great job!
Very cool review of the making of Spellbreak. Would be even more cool to see some videos inside UE4 showing how they do a few very specific things unique to them.
This was so helpful for me. I'm hoping to adapt your tutorial to pull off something similar comparing modern satellite imagery with historical maps. No topo, so my steps should be simpler, but I'm a novice with Blender and you've really helped. Thanks!
Christian Cunningham has shared a useful guide to dealing with normal maps. Having a hard time fixing incorrect bakes? Follow these crucial guidelines to bake all your details down into a normal map.
First of all, there is no perfect way to bake a model, but there are some simple rules that can get you close to perfection. The written tutorial features 7 tricks to help you figure out the process.
Here are the guidelines:
- Only have hard edges on 90 degree edges and higher, everything else must be soft
- Wherever you have hard edges, you must have UV splits as well
- Provide ample padding on your UVs so there is no bleeding
- Before exporting your cage (if you are using floaters) make sure that the normals of the faces are flat
- Even if there is a bevel, where you want a hard edge to appear, smooth it on your low poly. Let your high poly create that crisp edge
- You have to do all of this and continue to worry about correct YV layout and hiding your seams.
- Export using .obj
You can get a free copy of the guide with more comments here.