No worries, it's not always easy to understand how they work. Normal maps are the angle a surface is on, so you can work out the normal using the height but the normal doesn't include the height. It's not so much the blur, it's more the gradient. Blurring makes a gradient, but any gradient will do. If you remember from…
The following positions have been filled: (1) Technical Artist (1) 3D Weapons (1) 3D Vehicles (1) 3D Environments (1) Audio - Music Composer (1) Audio - Sound Effects (1) Animation - Cinematic We are still actively searching for: (1) Design - Graphics (1) Video - Editing & Effects We are always looking for passionate and…
Hello Please email us at support@marmoset.co with your scene bundle and mention in this topic: **Scene Bundle Export:** **1) **File > Export > Scene Bundle. (Save this to a newly created folder). **2) **The zip should contain: .tbscene file along with the /assets/ folder. **3) **Zip up the newly created folder and send it…
-- shouldn't this:x = vert.x/1 - vert.zy = vert.y/1 - vert.z--be actuallyx = vert.x/(1 - vert.z)y = vert.y/(1 - vert.z) as divisions/mul come first in math, but the equation presented is different
@Alex_Jw Hey! Thanks for taking the time to answer. We're just going for a semi-realistic vibe, not archviz quality. This asset pack is pretty close to what we're aiming for https://assetstore.unity.com/packages/3d/props/grocery-store-furniture-pack-vol-1-238689 Any advice for a workflow that could achieve these results in…