I've done some tiling scans/sculpts, but I'm having some trouble blending them them in Unity. It's kind of tricky to do blending with more than 2 textures using vertex colors and height maps. 18mm seems fine, although it's kind of bordering on too much distortion, so i'd suggest not going anything lower.
Whatever you do keep in mind the borders of what can be done with skins. If you belive that burning/baking will give you this much depth with no drawbacks on regular in-game angles, go for it, but I am usually skeptic about those... But then again I do not work with 3D, so I am not the one to say whats viable and whats…
I'll look into that tomorrow @MiAlx as you might be onto something with that. I've just been adjusting stuff and bringing the values up to try and push it further and I've gotten some interesting renders out today. No hands version They're bordering on stylised/concepty at the minute, I think that's mostly due to the…
Allright, here we go: My starting point: Turbosmooth and then 360° Bend: Not perfect clean :( First Bend then Turbosmooth give much bader results. Border Extrudet with Shift: Then a Edit Poly and again Turbo Smooth: I tried a lot, but i get this bad shading all the time. What im doing wrong? Greetings, Gazu
@brurpo the vertices are displaced in the vertex shader?, in that case, are there UV shells (UV borders) were the cracks are? maybe the vertices of each shell are displaced differently (remember that in hardware, each face has its own vertex; they are not shared between faces) If it is in shaderfx tessellation that cracks…
Wow! There is so much amazing art on here that I'm intimidated to even show mine. Well, here are two sample screens from a game I've been working on for a while now. Each screen the player sees is laid out like a comic book. The background(borders) are something that we are testing to see what looks best as a backdrop.
Hey EarthQuake, In my other thread regarding this issue I got some good advice, and Axi5 mentioned you as a go to guy. I did solve this issue by premultiplying the alpha in GIMP. Now the white border is gone on PC and it matches the Mac. I can try to upload it later if you still want to take a look. Thanks.
Your technique sounds valid. If there are not thousands of tiny faces id give automapping a try. If necessary do further cuts. Make sure highlight texture borders is ON! Select faces you want to become a shell in the viewport, Move and sew them, move them to the side, until no isolated face is left. After that cleanup and…
Thanks Kend, I'll take a closer look at the shader later on today! :) Regarding your question, the bigger outline of the iris definitly helped! I would probably go with something closer to 2 or 3. I think that what bothers me with the "before" and 2, is that the value change between the center and the border of the iris is…
Get xnormal into your work flow, its definitely worth it. It may look complicated at first, but its actually a lot less tedious then doing in in 3D max. overall the model looks pretty descent. I would try adding some champers/Support edges to your borders/corners though, it will make the edges look a lot better. :)