WIP 17 Fixed the normal errors by baking in Maya. FOr some reason that worked, but it might be because of the cages you guys earlier mentioned. Did a dDo base texture pass. This is going to get murky for me since I'm too used to painting purely handpainted textures, so my handle on material definition isn't too good.…
I'm not good at describing myself in english so i did a quick paintover. Right now it can look like you just filled in flat colors to your bakes. this adds a boring look. you might want to add gradients to your textures to add more depth. Your values and contrast can also be pushed. A trick you can do here is make your…
I'm making character hair using cards. The tutorial I'm following is doing this in maya while I'm on max. The author did two steps that seems to be rather maya specific, wonder if anyone could help locating the same functionality on max. First thing he did was making cards that are 6 polies behave like it was quite…
Hi eric, thanks for your response. UV's seem fine from what I can tell - I've attached my unwrap to the original post. ive tried your vertex weld modifier, and the edit normals modifier (did that on both the high and the low. but still giving a similar result. i was exporting as fbx, but this time I tried obj to see if it…
I needed a script other day that would calculate normal maps intensity parameter from a target normal map example and match all the project normal maps to same intensity for more unified look . I asked Chat to hipass normal maps, extract high frequency details and measure each pixel normal deviation from vertical, find a…
Hmmm, that is very strange - as far as I know, the Photoshop browsing windows are using the same rendering than the Explorer windows. Here I have the DDS thumbs show up fine in both. Did you switch the Photoshop display to thumbnails ? (ctrl + mouse wheel up)
Here is an idea: 1. Draw your texture at 25% of its desired resolution. 2. Scale up 400% using nearest neighbor 3. Paint over your texture at full size to add detail If you follow that workflow, your texture features will correspond to DXTN tiles automatically.
I am trying now to bake a curvature from Xnormal , I didn't before because it come out all squared with edge seams on polygons . Did you bake the curvature from my model in ddo and turned out fine? If so did you try to load the model in ddo and see if you have the gray stripes =? might be do that I have a corrupt…
I'm pretty happy with this version. I did a major redo on the paint job which I think is looking a lot more realistic, and did some detail and color tweaks as well as a red basecoat under the yellow. There was some stuff I wanted to add like decals and a more orky color scheme to add a bit more of a warhammer feel, but…