ah apparently some sort of driver whatever issue adding this to the samplers of older .fx files helps (this should be default without manual settig, but for some whacky reason isnt)sampler ...{ ... AddressU = WRAP; AddressV = WRAP; AddressW = WRAP;}
Those screenshots are from zbrush, the file got too big to render propperly, and zbrush has a nice AO by default + lighting setting. Should see if i can lower some sublevels and still get a nice render going.
One last thing, as the results were differently when baking the outputs with the substance tool inside of 3DsMax and exporting the same substance material in Substance player as PNG with default settings, it seems like there is a color correction already happening on the textures.
I figured as much. I was in an argument on Blender Artists that the default controls stunt adoption, ran across your earlier post up there and linked it as an example. So I was just curious if my assumption was correct. Thread is here if curious.
On the default shaders, light mapping will remove all dynamic lights from affecting the mesh, leaving them lit only by the lightmap - that's why you see the errors vanish; the normal maps and mesh normals aren't having an effect on the lighting.
Im using a custom alpha that perfectly tiles, this was just a screengrab of the default noiseplugs to show it happens on them as well. The pattern doesnt line up that I created, even though UVs are seamless and the texture is a perfect 4 way tile
Thanks Thomas, I couldn't find any accuracy setting for shadow properties, besides rays & depth but switching to a depth map instead did the trick. 1 problem down! Edit: They used raytraced shadows by default if that's any help.
All comments welcomed. I really like the default cape and probably won't be doing a cape for him. But if some one posts an idea that fits the set , I may change my mind. Until then, thanks in advance for any feedback.
Thanks for the comments :) Yellowed and saturated the armor a bit so he stands out more against the environment. (also mesh is still wonky from the default skin bind) Need to finish the hammer textures, clean the rig and polish everything
I think he might be talking about the global Ray Depth Control, on the Raytracer Tab (Scanline)? I think it defaults to 9 and I thought it only worked on reflective surfaces, so that might not be it... Maybe its a MR setting?