Author Topic: Unreal  (Read 3311 times)

Patrice Terrier

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« Last Edit: January 22, 2019, 10:42:12 am by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: Unreal
« Reply #1 on: January 22, 2019, 12:41:56 pm »
Cool! 8)
Mike
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Patrice Terrier

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Re: Unreal
« Reply #2 on: January 22, 2019, 12:51:44 pm »
Here is the OR unreal resulting work.
« Last Edit: January 22, 2019, 01:08:48 pm by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: Unreal
« Reply #3 on: January 22, 2019, 03:31:10 pm »
WOW! The shading is very nice indeed!

BTW why do you think a robot would ever need a breathing tube in its helmet?
Mike
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Patrice Terrier

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Re: Unreal
« Reply #4 on: January 22, 2019, 06:19:13 pm »
The model has been added to the collection without the breathing tube ;)
Patrice
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Michael Lobko-Lobanovsky

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Re: Unreal
« Reply #5 on: January 22, 2019, 06:53:14 pm »
If I may add a pinch of my somewhat lame and unenlightened criticism, I think the body normal map should be inverted before being applied to the model. Unreal Engine follows the DirectX, rather than OpenGL, orientation of surface normals.

See below how your unpainted bare metal scratches look (BEFORE) and how they would look in the real world (AFTER).

The body_bump.png texture inverted in CrazyBump is attached below.
Mike
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Patrice Terrier

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Re: Unreal
« Reply #6 on: January 22, 2019, 07:08:26 pm »
Good catch, i didn't seen it myself  ::)

The zip file has been updated...
Patrice
(Always working with the latest Windows version available...)