So, I have been trying to go around and understand normal maps recently. This is what I understood: * Every sharp beveled edge or edges with a 90 degree angle need to have a split edge in the uv map. * The edges mentioned above should also have hard smoothing. * Every UV Island needs to preferably have it s own smoothing…
I am making a shipping container and on the doors there is a shading or normal problem, I checked the number of edges for each face and they're all 4 edges, any suggestion?
Shader Fusion is a node based shader editor for the Unity3D game engine. It allows the user to create extremely complex shaders and effects in a flowchart-like environment. Anyone who has used the Unreal Engine 3 material editor or Mayas HyperShade should be very comfortable with it. I have finally got a beta package to…
Looking for a alternative of Max's 'Flat Shaded' view, in XSI? Anyone know if it exists without resorting to adjusting the meshes 'discontinuity' value or applying a constant material.
Hey guys, I'm redoing this one scene I'm working on and unfortunately I ran into some snags with some of these meshes. I might start a new thread for this in pimping and previews but I need to plan it out a bit more... Anyhow here's the issue: I've exported all the meshes out of Maya as OBJ's and imported them into Max for…
Hey y'all, A bit of an unrelated question, but do any of you know what could be causing these shading errors in mental ray? The scene just has one directional light. Any tips would be amazing, its been troubling me for a couple days now. Thanks!
Hello! I've been working on this UE scene, currently finishing the major blockout in terms of shapes, composition and colors somewhat. I`ll start on polishing and finalizing assets soon. Thought I'd get some feedback from you guys. At the moment I`m strictly interested in hearing your opinions regarding composition, shapes…
Hi guys, quick question; How do we enable a flat shaded on CE3? it's for a debugging purpose, for example like looking at the overall color balance on the scene? I cant find an option to enable this but karatekodden manage to get a screenshot of it on his Hacker Nest Env. Really glad if anyone can help me on this~
Hello. I have a shading error on this model once is rendered in-game model and animation are working ok in maya and in a directX viewer (final file format is .X) so any help is much appreciated and if some extra info/images are needed just ask for it and I'll put it here ASAP. Thank you all in advance
Texture format and bit depth for the normal maps? Also why is there a world-space normal map in Painter? Edit: I don't see a shading seam in Painter, maybe you forgot to attach that screenshot? I do see the normal map alone in Painter, and there is a color difference along the UV seam, but this is a necessary thing with UV…