Hello Fiends,i would like to ask you a question.I know it could sound silly but i was just wondering Is Sandbox works the same way with light maps(second uv Chanel as Udk)? Thank you for your respond.
Anybody know of a good uv packer/unwrapper for light mapping in maya? Haven't really found anything free or licensed online except for this nebula2 toolkit which doesn't really do anything we can't script in maya for free.
Hi all I work for Techland as a senior character texture artist. Just want to show You what I did for Dying Light. Have a nice day My art station webite https://www.artstation.com/artist/brometheus
So the problem is that i do not know how to render the shadow caused by the light emission from the IBL. The only way i can render it is by using "use Background" shader, but i do not want to do that as my final render. I want to be able to render it solo, with a render pass, for example. Please any help would be…
I am putting this link: https://postimg.org/image/rnxdajizn/ You can see the left one is low poly and I baked normals from high to low but the light reflection looks so dark on baked normals. You can see the difference if you look at the both meshes. I do not know what I am doing wrong. King regards.
I have a copy of Digital Lighting and Rendering by Jeremy Birn for sale. It's unread and has been left on my bookshelf, so it's in excellent condition. Open to offers. I'm UK based. My email for those interested is emailplaydo@gmail.com. Thanks.
This is supposed to be a reddish necktie on the spy's head. The stripes are paintable. Even when i make my hat un-paintable (i basically copied the VMT for the scotch bonnet) it's still pitch black. All my work is done in Blender and Photoshop. Is there some sort of lighting origin i am supposed to set up? Because the hat…
I'll reframe your post a bit of what I understood, correct me if I'm off or wrong : " I want a job that actually moves me forward not just a resume filler, but experience I can be proud of and showcase. At the same time, I need fair pay and a stable company, not one that exploits me or might collapse any day. I’m looking…
Hey guys, ive ran into a small problem when rendering out an AO map and Cavity map for my model in Xnormal. Im using a cage and the normal map comes out just fine but when I try to render out the AO and cavity map they come out so faint and light you can barley see them, any ideas as to why this js occurring?
I've googled and searched Polycount, but can't find any discussions newer than last year. Is there any way to have the baked lighting filter account for height maps in the scene? I'd rather not have to export and import my normals each time..