Final Fantasy 7 UE4 Final update

THE FOLLOWING POST IS MY LOOK BACK AT THE PROJECT AND THE THINGS THAT WENT WRONG AND WHAT I CAN IMPROVE ON IN FUTURE WORK. FF7 AVALANCHE HIDE OUT FINAL SCENE UE4 (SORRY ABOUT THE WEIRD URL CARBON MADE WOULDNT ACCEPT ANYTHING RELATING TO FF7 AVALANCE HIDEOUT OR BARRET) https://ehhfrsh.carbonmade.com/projects/5606820#26 BARRET  CHARACTER FINAL UE4 https://dkcjdcjv.carbonmade.com/ […]

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FF7 Scene update for UE4

First off Happy New year all. This post will be about the progress made in texturing the scene. Over the last 5 days after I have been texturing the scene and at the moment I am far from happy with it. Though on the plus side I have 12 weeks to improve and much of […]

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New day new problem

So although the image might not be that clear the normals are projecting fine on the meshes no black seems so no problem there. This issue i have is with the light mapping on the table legs. I have created the table with modularity in mind so one sculpted plank and one leg mesh both […]

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Problem solved continued

So all i did was decimate at 30% in the end i tried as low as 22% all the way up to 29% of decimation reimporting into max every time and it turned out 30% was the magic number anyway. So i tried using the lowest sub div again just to see the result as […]

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Problem solved

So originally i was decimating the mesh at 20% so i tried 30% and got alot cleaner result although my PC aint what she once was so its slowing it up a bit. Think ill try 25% and see if i can still get a good result.

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Normals Issue or is it ???

So as i said in the previous post im having an issue with black areas on my TV asset when its imported into engine. I open my max file with the decimated mesh (703k verts) and was going to start retopping the mesh to get a better and lower game mesh to work with. But […]

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