Hello, I am currently in the process of building a cinematic, armchair documentary channel inspired by creators such as Thinker, Fern and Cipher. My aim is to blend true crime, history and cinematics through semi realistic 3D recreations of environments, animated characters and vehicles. I'm looking for a long-term 3D…
Thank you @RonanMahon and @Dante_mL for the feedbacks. It's hard to start again after the breaks. :# @Dante_mL yes vertex blending is the beauty. I do have the blending on the assets. Moss on the left structure is vertex blend. There is dirt here and there, not visible much. I started with the scene. Polished the mountains…
- In your material click on the diffuse channel, change it to composite map this does not mean change your material to composite. Its completely different, just change the diffuse map channel to composite map. - Then load both of your maps into the slots, make sure they're set to the proper UV channels and set their…
I'm using 3DS max 2011 and I'm trying to weight pain a model that has multiple pieces of geometry, a hand to be specific. It's robotic so there's some floating geometry. When I try to weight paint the weights bleeds into some of the geometry that I do not want to be painted, even if I isolate the specific the specific…
I'm trying to setup a material to use the alpha map of the texture instead of vertex blending in the same way pampers and Eric Chadwick do in this thread: http://www.polycount.com/forum/showthread.php?t=100011]/ This is my material so far and I've been unable to correctly add the mask. I looked at the setup Chadwick had…
Hi Eric. Actually Hashed alpha gives the most attractive results look wise if it were not for the rastered result. Hi RN. Had another look at the shader and its for cycles. Still using it in eevee seems ok. I can get different intensities by changing the Blend mode. After more noodeling it seems for the fluid inside just a…
I went to my local graphic design company that handles my restaurant's cards, website and menus. The only thing the woman I spoke with brought up was bleed size and card size. Knowing this, I changed the dimensions on the canvas to card size for visual purposes on this forum. I will stretch out the canvas to bleed size…
The first thing I did was to work on the Snow shader. I managed to create two of them in substance designer: A softer one to use as the base snow, and a rough one to use to blend around the edges where the snow has been pushed to the side. After watching hours of UE4 tutorials on Landscape material blending, I finally got…
you don't really need that much padding so the UVs show up correctly, it'll work if you just keep the vertices on 0.001 and 0.999. to keep light from bleeding you need to keep them a good distance from other UV islands, but this all depends on what lightmap resolution, as the higher the resolution, the closer you can bring…