Hi guys, late to the party but this thread is still being looked at and is still useful. I want to note than none of the aforementioned solutions worked for me however I went back into Blender, applied a weighted normal modifier (with kept sharps applied) and then made sure to double check my unwrap (making sure that where…
I believe it's not just the center, but it saves the origin placement. When you want to copy just a part of another picture to your workfile then it's hard to place it at the correct position. With holding shift it will be placed at the same position as it's in the origin file. Another small Feature (that most might know)…
Regarding this thread. This is about procedural texturing with Substance Designer. I'm not sure how to answer your question about the way "we" apply the textures. If you want to use something from Substance, you can export maps from it and apply them as any regular maps on a model. You can also export the Substances and…
I've seen that happen if you don't exit the lower modifiers sub-object level (vert, poly edge ect...) before applying the UVW modifier. Whatever you have selected in sub-object mode will be transfered up the stack. so make sure you exit sub-object level before applying modifiers. Also if you need to make geometry changes,…
have you tried the data transfer modifier? - duplicate mesh-half with custom normals, mirror on X axis and leave as is - duplicate from same source, mirror, clear out the stack and then apply transforms/reset xform (at that stage any custom normals are likely gone - no experience with YAVNE here though) - apply data…
@Mark: Not tried rebuilding as a standard mat and for the project i'm on I think they have to use vray mats, I will try anyway just to see if this problem is to do with just using vray mats. @monster: in the documentation it states that it should save your texture after edits and re-apply without the fuss of copying new…
Apply some noise on it and you are set. If you are following the reference you will see that the paint on the fire hydrant have a bit of a noise, your material the first one was fine, but it needs to be a bit diminished so it wouldnt look like red crystal jar filled with ketchup. Assuming you are using Zbrush, so here it…
One thing to keep in mind with Fuji X files, is that due to the special color filter they use, noise reduction is applied even in raw. So the files will look less noisy than a raw from nikon/canon/sony/etc, but you can apply noise reduction in post and get similar results. The unfortunate thing with Fuji files is you can't…
When applying any type of transparency to an object (via _ca file or a flat value) make sure to only apply it to the element that is transparent. If only a piece is transparent via alpha, a slight transparency will actually be applied to the entire element. So, you want to break off any part that is transparent to it's own…
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