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…
Hi thereI'm having some shading problems with ray tracing featureWithout raytracing model looks smooth, but with it weird shadows appear on wireframe edges. Like it ignores the model smoothing.Is there a way to fix it?
We are Lucid Realm Studio, an indie 3D game art team, and we are currently looking for freelance 3D artists with strong hand-painted texture skills to work on stylized armor sets with texture quality level and art direction of titles such as World of Warcraft. Project Details * Style: Hand-painted * Textures: 1 × 2K Base…
Hey peeps, As the title says, I was wondering if anyone knew of any paper that discussed the code of a UV-less Aniso shader, which worked more with the pixel/vertex information and Normal maps. Cheers.
Hey guys, sorry if this was already answered somewhere else but I'm getting this error when I smooth shade all. Also some of the models don't show up when I switch to the quad view. Maya 2013 64bit Intel i5-2300 2.8ghz 8gb GDDR3 Geforce 4gb 680GTX
Ahoy fellow vertices and other geometrical shapes, I have a problem in a little water shader I'm testing out, I used depth fade for the opacity of the water, which works fine until refraction offsets the object, so what I'm left with is the low-opacity outline of the object before the refraction takes place: What I've…
Hi! Hm, interesting that you checked in Max but normals are flipped in the fbx. A simple way to check, would be to re-import the exported fbx and check that everything looks as intended. Since its normals define in what direction a face is looking, I would say flipping faces and flipping normals describes the same outcome.…