I'm fairly sure it must be using a world space map when baking low-low in substance - you'd get an empty texture otherwise. iirc you can composite a tangent space normal into that at bake time as well so i think that covers what you're asking for. since you mentioned the sobel/seams interaction .. yes - that hadn't…
all you have to do is feed a greyscale mask into the alpha of a lerp, and have one lerp input be your texture multiplied by the image or constant 3 you want to use for colour variation and the other input be your plain image. here is a quick example in one of my materials where im using a mask to colorize the brick grout.…
your maps seem quite random, the diffuse is very plain and has few interesting details. the specular seems over the top, and the normal map has a lot of noise and very tight edges meaning you're not going to get any nice height informatiom - and as you can see in your rnder, the bricks look very flat. you should paint in…
Hey guys thanks for the advice and compliments, much appreciated The model will be used in a map and the size and shape of it have a huge impact on the gameplay. Like there are places where you can only get to by jumping from the top of the locomotive and thus there's a limited timeframe to get there. In some other areas…
jocose - it´s ok. I don´t mind any comment regarding anything you think that should be improved. I was reading your post a while before I was going to bed and if I remember that right you were mentioning that there was something weird about the eyes. It actually helped me to realize that the specular map I had attached to…
I'm working on a project where I have around 100 buildings to texture. They are all your usual UK type houses, so bricks etc. I can get away with a diffuse slapped on with some UV tweakery and photo retouching/clone brushing and leave it at that, but I like the idea of making life harder for myself so I'd like to make the…
Hello I've been having this problem with this modular floor system and lightmass for a very long time. I've simplified the scene significantly for the sake of this thread. These floor tiles are perfectly square static meshes, 192x192 UU. They have four subdivisions both horizontally, and vertically. It has a perfectly…
LoL this makes me mad. I dont know if it is this hlsl compiler or max but it is crazy. I've put my code into some fancy functions like Xoliul did, to get a better overview. But instead working like before as I would expect it, it does not I've got no compile errors or anything else, but my specular calculation doesn't work…
Wow, thanks for all the wonderful feedback! I've made some of the changes suggested: Brighter ambient for the dining room. Better or worse? I think it's a little too bright now... Floor tile kept for now, but I'll play around with some more textures later. Base paint and floor tile for the kitchen added. Trim and shadows…
Well maybe I should work at a bit smaller size doing the handpainted texture. I'll try that next time. ^_^ About the rocktexture I made the normal with maya transfer/bake + a overlay with a crazybump normal generated from the diffuse. Dunno why I did both but thats what was done. The bridge I know I could or should slim…