Sure. First you need the same mesh setup as I have. One black plane or shape to spawn the rigid bodies to. The rigid bodies has to be spawned randomly inside a rectangle shape to get realistic look. For the sphere rigid bodies, I used this material, so only their center will be white, and they go invisible on the edges: I…
chrome: Looks really cool :) I will have a closer look later on. Mark: +1 for the links. I'm gonna make a shameless self-plug. Here's a material I made for my Oasis enviro. The nodes in the Blend box are used to add a texture on top of the rocks (it's used for sand, but could be used for snow too) and the nodes in the…
i'm not that much into the whole environment process so all my answers might not be totally right, so what i know Manuel is baking the lightmaps with maya, i built a directional lightmap shader that takes the normalmap into account for blending the lightmaps, i did this with the help of some technical documents from…
Still other questions need to be answered first. 1. What time period was this made? Medieval times? WW2, Modern Day, Future? 2. What is it made out of? Wood, Concrete, Metal... 3. Do you go inside? 4. How close do you get to it? 5. How damaged is the structure? 6. Is it abandoned or upkept All important questions to be…
Created a base model and applied texture using stencil painting. The texture is a Midjourney-generated image, enhanced with custom masks to control color and displacement mapping. By layering multiple displacement nodes, I added surface depth, blending the details for a realistic effect. The mask allows precise control…
(I'm very new to Polycount, so if I'm posting this in the wrong place or something, let me know.) I've challenged myself to make a new head (almost) every day, sculpt, then materials or retopo or both if I have time. I want to improve my sculpting skills and learn how to make decent characters that aren't weird or uncanny…
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You sample the texture on three axes, and then blend these 3 samples based on the surface normal at that pixel. Images taken from the excellent Ronja tutorial on the topic: Sampling the texture once on each X, Y, Z axis and blending these 3 samples with the same weight (AKA an average): The normals of the mesh: Using the…
@Donato I think you're on the right track, but the blending between the two materials is too soft. This kind of blend works great for things like grunge, rust or moss, but weathered/peeling stucco tends to have a very hard edge from what I can see. Grab some more references (like this) and try to break down what is…
Issue 1: You could use the world position as the texture coordinates and then blend between the X, Y and Z tiled textures based on the direction of the normals. For the tiling, using one color map for the whole terrain + a mask for different materials (grass, rock etc.) and then blending in the detail diffuse maps and…