I quoted either that statement from the PBR Guide or the PBR Encyclopedia; one is going to have to search that exact sentence in either documentation to relate as to my question. From what I see with PBR rendering is, depending how realistic one wants to get, they should understand the real world material and how it is…
Typically you'd overlay tiling detail maps in-engine and/or secondary UVs to get things like fabric weave. I'm not a character artist so I don't know if 8 sets is too many, but my gut says it is :lol: You probably want to look into layered materials and detail maps if you're unfamiliar with the concepts. I get that its a…
Hey guys, I'm currently working on a stair set for a level. And I modelled the low poly version in maya, imported into zbrush and sculpted it. And when I move on to xNormal somehow I get weird jagged edges on my normal map. I've played with the settings but I wasn't able to figure out what I did wrong. Can you guys please…
Thanks for your advice guys.Appreciated. Rick i went with your 2nd option and it seems to have done the trick. Rigging/animation is new to me and i am looking to order a training E-DVD called Autodesk® 3ds Max® Techniques | Rigging a Character for Games from Autodesk online store.However the problem at the moment is it…
I'm really struggling to figure out how to create a nice and modular asset kit for a very large and complex environment. Here's an example: I'm gonna make the assets have actual geometry on each brick, like this for example: But that decision has come with many challenges. Namely, how to handle modular wall pieces and…
Hi all, I've been experimenting with some technqiues for making titale textures. I have made some square tilable textures using boxes and offseting them 256. This works well. To see/test if the tilling works. Now I have bricks that have been placed on the grid (16) and vertex snapped to getther. Only these bricks are 45…
Hi I've been trying to create a tileable brick wall texture. I think I managed to make a decent sculpt but I am really struggling with composition of maps to create diffuse/albedo texture. This is what I have so far: It was made by compositing highlights matcap in screen mode, ambient occlusion and heightmap in multiply…
I've played around alot with creating complex objects in Max and basic texturing and want to move up into using mudbox for sculpting. Having never used normal maps, I'm curious as to how they're created and the limitations of creating them which leads me to ask this: I am wanting to create a modular victorian road with a…
Anyone know where I could find one? My bro gave me his after he moved out to VA for his new job, but in moving lost the box with his controllers and power cables. The controller and av cords I can buy, but that AV power brick I cannot find anywhere. I even called MS directly and they said they cannot sell me one. They…
I revised the original concrete substance I posted in the OP. Next up is redoing the paint substance and making it follow the normals/height of the underlying concrete. This was posted in the Substance thread but I figured it's a good update to go along with the above: There's some great discussion about the technique in…