That's the padding issue I get when I use Mental Ray in max 2010 and up. Not only does it fubar the padding causing seams, but it incorrectly fills in the background color of the normal map, even though the "background color" is set to the right color in the render to texture settings. It also has a bad habit of…
Experiment with bringing signed distance fields into Substance designer. This one features full control over transformation of model, but has serious drawbacks: - More difficult pipeline for getting baked maps - you will require Houdini for that; - Higher resolution for maps needed. For example for 512 output image you…
There are a few techniques to solve this. 1. Make the terrain mesh so that each quad represents the size of the grass quadrant of your texture. UV each quad to fit into that quadrant. This can be done in 3ds Max using Face Mapping in the UVW Mapping modifier, then scaling down the UVs and moving them to that quadrant. This…
This is a really small thing, and my apologies if you just hadn't gotten around to it yet, but I'd recommend lightening up his moustache a bit. Even as a big fan of the show, I honestly never even noticed that he had facial hair until seeing your render. I see now, after looking back at screencaps, that he does have a…
And here is the worst culprit, the viewport vertex shading artifacts in the normal map, somewhat of a seperate issue then the 0 and 1 UV issue. Note that this cube has unnecessary cuts and I have hidden parts of the mesh as this is for a currently working title. As you can see, once I bake out the normal map and apply it…
Looks like the spec is just a copy of the diffuse, which = MAJOR FAIL. Do a proper spec map dude, work on the materials a bit more too, the metal and plastic both seem to read as the same dull(not dull as in you suck, but literally dull as in no reflection) material. Pop out a bit more shine, and some specific details in…
I like your AO tutorial, I just wish you had images exactly explaining to people how to set some of the stuff up. It took me awhile to get all the steps down so they are easily burned into my brain, but for a noob telling them how to do a lot of your steps can get really confusing. Once I started using MR as my AO…
I assumed you know render-targets, as you use them when doing shadows. Dont copy paste source from samples, analyze them and find out what they do. shadowmapping is rendering depth into a texture from light's point of view, and later projecting that texture back on the geometry. Although I am not sure if shadows are really…
Apply UVW Unwrap, set the channel spinner to 2, click reset and the second channel should show up in the editor window. In the material editor under any given map in a material, there is another spinner that lets you select which UV channel that map uses. Works great for things like composite map where you have a diffuse…
Around 2016 I took a class at "Crehana" learning website for Zbrush and I started modeling Mink from Dragon Half as a subject for practice. Here's the reference image I decided to sculpt Afterwads I began sculping the model, although I had a prior knowledge on the use of Zbrush, it took me some difficulty to achieve a good…