Thanks for posting this, it was really helpful; however I’ve still got a few issues that you may be able to help with.
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After following all the steps I don’t get anywhere near the same quality of results as in your example image. There are severe filtering issues which are noticeable even when the imposter is fairly small on screen. It looks like texels are being selected from the wrong tiles in the texture. I’ve zoomed in close in the image below to make it more obvious.
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The imposter’s lighting doesn’t really match the mesh. The normals seem like they may be inverted. (I’ve ensured the normals have a tangent-to-world transform).
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What is the best way to draw the imposter in game? In the image below the material is simply applied to a plane. I tried using a Billboard Material Component, but the quad becomes strangely skewed and is not oriented correctly in the z-axis (and rotating the component/actor did nothing). How are the imposters drawn in your example?
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Why does the Imposter Material array only accept Material Instances? Why not normal Materials too?
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The exported bmp files seem to be unreadable by everything expect MS Paint! They won’t import directly into Unreal, and won’t load with Gimp or DX Texture Tool, so I have to first load with Paint and re-save them in a different format before I can do anything further with them.
Thanks in advance for your help.