I really can't figure out why I am getting such a strange bake from substance. I have changed the Max Frontal Distance to as low as I could go (and an array of different values), but I can't get it to look right. Please let me know what the problem is. The shade part of the glasses are not intersecting with the…
Hey folks! Finally got around to revamping my site. Posted up some works from my recent title, as well as some high poly work from War for Cybertron. Not looking for work or anything, was just feeling a little dated with the site :poly124: Hope you like! Let me know if my buttons are broken anywhere :D…
Ok. You proabably aware about this problem in Max its very popular request, but for some reason almoust no one still haven't solved this issue and those who solved want you to pay them money for that solution. I think its not fair that you should pay something for stuff that should be there by default. Which is why I…
Hello Polycount, it's been years since I've been around. I'm sorry if I may have posted this in the wrong forum. Things look different nowadays. I am not very skilled in Maya, I am a 3ds guy. Nor do I really have a lot of skill in rigging, but I know enough to get by. I have a character that is about 6'4", and I would like…
I'm going to spend a little time revisiting some texturing in the scene to get stuff right where I want it. Here is some more texture work on the lamp. Here's how I get some cool looking painted edges: Paint on large shapes with the default hard brush. Then, add a warp with a noise layer (passthrough), and then add a blur…
I came across a problem today, i have a character and the problem is that the subsurface profile makes my model turn white when i look upon the model straight forward but when i look with my camera down to its feet the model turns back to its natural collor, this happens when in the material option of the character is the…
I've been really busy with work lately so my progress has been really slow. But I finally have the bakes finished and I started doing some quick block ins to get an idea of what I want the character to look like. The shiny black parts haven't been touched at all yet, just a default I have on those parts.
Hello polycount forum. As you can see i have a problem with creating modular assets in unity. The middle part has a darker shade then the corner parts. As far as i can tell, it looks like an issue the the normals. The mesh uses smooth shading, has no problems in blender. It has the same problem with unity default material…
No, Space values are min and max limits for creating random colors. The terminology in colors are confusing sometimes. 127.5 represents 0.5 as default float which must be linear in mind. But I guess you mean 127.5 to represent 0.5^2.2 ~ 0.217 Or 187 to represent 0.5, right ? I can add an option for power factor in one of…
No, Xnormal uses Mikktspace by default if your mesh doesn't contain tangents/bi-normals, and tries to use the tangents/bi-normals if you export using a format like FBX that supports them. Neither of which are going to match max results 100%, and Cry doesn't match max either, nor does Cry match their own proprietary baking…