One problem with this is the fact that he's using the normal maps to generate the heightmaps, this isnt giving 'true' heightmap data and causes problems. A normal map only stores normal information, like which direction a face is turned, it doesnt store if this face is higher than the other, it just creates the illusion.
Hi, I am doing a car racing game (using Unity game engine for iOS), in which i am using 'Decal' shader (having 2 channels -- Base and Decal), to achieve an effect of skid marks on the race track. But what i am getting is that the skid marks are appearing all over the track instead of certain desirable sections of road.…
I never really use those, because of the fact that they get messed up when I edit the mesh topology. If we can somehow remember the face selection it'll be great. Currently I'm using the smoothing-group to save a selection of certain face that I'd like to select again later on.
yeah over the last few years 3dsmax has had some fucking ridiculous issues with normals like this, sometimes if you attach an object to another and then delete a face, all of the faces become faceted and inverted... broken as fuck. thanks for reminding me to dl the modo trial :D
Sorry for the delay dudes, okay so part 2!! (maybe more parts than just 2 as well jesus christ! ) So firstly Ill throw down some sensational reference material while I remember to share it - I strongly suggest picking these books up and bookmarking these sites if you really want to get into studying hair and the female…
Have to agree with @Noren , @ZacD , and @pior : both the contiguous unwrap and compound curvature of the shape are contributing to the distortion in a way that's almost unavoidable with a [tiling] texture only approach. Lot's of good advice on how to proceed with different approaches from everyone in this thread. As far as…
You keep harping on the same thing, when it is just one part of the over all argument. Fundamentally missing the point? What exactly is "fundamental" about it? It is an objective fact that losses are incurred from used game sales. Used game buyers are consumers willing to spend money for product X. It is a fact that DLC is…
Hi everyone, I’m looking for a character artist to collaborate on the lead protagonist for my upcoming series, Vapor Logic. The Project: Vapor Logic is a series that will be premiering on YouTube. It’s set in a world that blends a heavy Vaporwave aesthetic (neon palettes, glitch vibes, surrealism) with Demonic/Supernatural…
+ Created a map for glass and metal reflections. Since the building is facing total black void, the glass was not reflecting anything previously. The metal was a bit too dark as well. This map in front of the building doesn't need to be visible in the render, only in the reflections (leaving it on for demonstration…
Uhm... create the lace details all on a straight line (ie, not curved like the dress). Then go to the dress itself, select all the edges on the outside where you want the laces to go, then make the selected edges a 'shape' and then go back to the lace and use path constraint.