hello guys I am working on a project which has an airport runway, its length and width are 1800*90 meter. the runway is in the desert, I have created 2 types of soil material in substance Designer to blend them in Maya using redshift blend material. so, no one should detect repeating of the tile and also have to repeat…
Hi, I have a displacement map seams problem, as displayed in the image. It happened to practically every work I have made by generating a displacement map in ZBrush and then applying it to Maya. The configs I always use are 0.5 mid value, 2048X2048, 7 of bleed. I attempt to smooth the border out in Photoshop as much as I…
I was wondering if anyone has insight in to how the team at Psyonix made the grass for Rocket League? It looks like some kind of shader that is generating the geometry of the grass rather than a simple grass mesh/actor that's been painted with the vegetation tool in Unreal. In the above two samples you can see how its…
Hey, I'm still getting used to the normal mapping work flow and I'm unsure how to paint them. Here's what I want to paint: http://www.pasteall.org/pic/show.php?id=43766 It's a cupboard. Today I finished a tutorial (http://vimeo.com/26772037) on normal mapping. In the tutorial I used a single plane and made a texture for…
Anyone know if there is a way to re-order a model's vertices in 3ds Max 2015 (or any version, really) so they are numbered in order from bottom to top on the up axis? I am making foliage for iOS/Unity, and alpha blend is required (PVR GPU renders alpha test much slower than alpha blend). But the transparency sorting is…
So I have trouble merging 2 normal maps together in Designer. I have 2 normal maps, 1 baked from high poly (no cage) and one detail normal map blended from multiple material instances. I'd need to combine the two in order to add the detail normals to the base, but dependless of mode the result from normal combine node…
The idea I've decided to roll with is that of a military spaceship, whose cockpit has been converted into a throne. I'm hoping to successfully blend the vehicle with the architecture of its surroundings, and at the same time to use the architecture of the setting to influence the vehicle's design itself. One idea is that…
@Urzaz Thanks! Yeah actually, that's something I'm gonna aim for a bit later in the project. I agree that the blank screens stick out too much, it also doesn't add much character to the guy living here, beyond showing that he does, in fact, use lots of screens (like most of us!). My idea right now is to use decals in…
ClusterOne: Thanks! Most of the detail here is in the material shader itself as material blending (Such as grime) is done in per pixel in worldspace using a weighted blending mask calculated in DDO for each model (Dirt and wear is more frequent on edges + in occluded areas, but since this is DDO you can set whatever…
Rigging is building the skeleton and systems that the animators will use. Things like setting up:* IK/FK blending on limbs. * Facial controls. * Motion capture integration * Rotation controllers for eyes and heads * Creating a final skeletons for the engine to use. * Creating the systems that blend and align the final…