1/13 Ok, people. It looks like we need to talk again. I've seen a few new tutorials doing the rounds where people are painting out bake errors in normal maps & enough is enough. My last intervention was a few years ago, but now it seems you are back on the sauce.
The big day has come!
@EuropaGame is yours now, it's finally out of my hands!
From the bottom of my heart, thank you for your support. I sincerely hope you love Zee's journey and find meaning in his story.
Enjoy the game!! ๐ฆ ๐
7 years ago, I started making my dream game while balancing a AAA dev job.
Today, it's finally out on Steam and Switch.
Making Europa has changed my life, and I hope you love it as much as I've loved making it. ๐
@JaviSkau 3/ Pics & video of a test scene with some cubes. I triangulated the low poly meshes before baking & used SG/hard edges as per the descriptions above each cube. 2k combined normal map for everything. Baked in Knald & rendered in TB4. Everything looks very similar when rendered. :D
@JaviSkau 2/ With a synced tangent basis you can use a single SG to get perfect shading, though it may be beneficial to have multiple hard edges/SGs b/c the normal map will compress better etc. Just split the UVs apart where you have hard edge/SGs in 3D space & you will be good. :)
@AntonHand@troyosh Absolutely. The way to do this correctly would be to bake an OS normal from the HP to a MP cylinder > remove the extra geo from the MP to make a new LP mesh> Convert the OS to a TS normal using the LP. Everything should work great then. :)
Good morning, everyone! I would REALLY appreciate a RT and share of my latest video. I want everyone to be included on all of the fun mods that we do so today, we're doing something very fun & cheap that requires no soldering!
Thank you so much!
https://t.co/0cFW64zulM
Wii-U NAND UPDATE!!!!
I designed the "SD TOOL", an extremely basic JIG that will allow you to dump most eMMC/NANDs without having to own an expensive programmer as most SD card readers and read/write to eMMC!
I'll be releasing it for free, along with the Wii-U NAND-AID.
Another awesome shader that I wanted to copy to #UnrealEngine5 .
This one took some effort to copy and still isn't working perfectly, sometimes copy GLSL to HLSL isn't as easy as expected... ๐
--
UE HLSL source code below ๐๐งต
Start backing up your Wii-U NANDS, right now.
If you do this, you'll be fine. If you don't, you run the risk of the memory being unrecoverable killing your Wii-U, forever.
Follow the easy guide in my video, I marked it for you. It's free and easy.
https://t.co/lHCBp0Z96D
1/13 Ok, people. It looks like we need to talk again. I've seen a few new tutorials doing the rounds where people are painting out bake errors in normal maps & enough is enough. My last intervention was a few years ago, but now it seems you are back on the sauce.
@user_nikc Are they happy to edit someone else broken bake if they have to rework an asset? Is production happy?
This is one of the main reasons that I am such a big proponent of fixing bakes at the source. I feel it is generally much more efficient to do this, rather than deal with /8