So I have decided to try and improve my understanding of baking normal detail into things as I feel it's something I need to understand to improve as an artist. I have spent the last day or two scrolling by different discussions and testing different things, but to no avail. I feel as though a little guidance will help me…
I seem to have gotten myself into a rather difficult problem with maya and mental ray. I am currently working on a high poly game character using several normal maps. I Have been successful in generating and applying normal maps that look great with maya hardware render. The issue comes into play when I am trying to render…
It's my first day with ndo2, I'm using Photoshop CS6 and trial wersion of ndo. Naturally I have a fresh new normal map, without any additional layers. I'm making convertion from normal to ndo2 then making new layer and then I convert my selection to new element of normal. Lets say it's some circle bevel. nDo2 then should…
I wouldn’t make the interior glass opaque, that would prevent refractions of the room /wood behind the bottle. Instead, flip the normals of the interior, so it’s more like a bottle within a bottle, and color that. The lighting you have now is very front-lit, with too-dark edges. It would be more dramatic and visually…
I use cad style of software for anything more complicated than just a box if it's hard surface /non-deformable. Stopped to use sub-d for that years ago. Honestly not sure why sub-d still alive. It was once critical for 3d soft scene optimization , not that important anymore. Still a source of shading artifacts and puzzles…
yes, it's Fabi_G's example A . You need to relax you hi-poly source a bit with no 90 deg corners . The way the projection would show you a few pixels of sides at least. As of Unreal render be sure Unreal uses your edited vertex normals and not recalculate them back to default positions . I don't use Unreal but recall it…
Goal: Selective Blending Ultimately, what I want to achieve is the ability to selectively blend different channels of the decal with the underlying material. Examples: A metal bolt overwrites roughness, normal, metalness (usually) and color (in most cases) values. A crack might overwrite normal information and maybe…
Wanted some nice prop work for my portfolio, so I had a go at this. I'm sorry I don't have progress pics, I kinda just knocked it out in a productive haze. For a lot of the little details, I experimented with a transferred-normals decal-ish approach that Christopher3D recently featured on his channel, I have to say it…
This is basically what I was referring to. I'm at home on break without UDK or 3ds Max for the next week, but I'll try to explain it the best I can. First, you'll want to build your entire foliage mesh in 3ds Max, and have all your alpha plane placement finalized. Once you have that done, download this script called…
Ace... the masking thing is.. bizarre. It makes no sence from a data or code standpoint. HLSL wise the component mask is equivalent to the swizzle operator (.) so a green mask is just variable.g a float value, a scalar, doesn't HAVE a g channel by definition.. so it has to be cast to a float3 or float4 then operated on by…