That's DXT compression, it works on a 4x4 pixel block basis for compressing. Any sort of gradients or colour changes will come out looking blocky (notice the edges of your indented circle in the bottom left there, for instance). These issues cannot realistically be avoided when using DXT compression, however you will…
I'd like to share with you a real-time HLSL Shader for Maya’s Viewport that I wrote as part of my exploration into the wonderful world of HLSL. Try it out, and if you like it, let me know! Updated - 11/30/2009: lcNextGenShader_1.2.fx Updated: lcNextGenShader_1.15.fx My Original Blog Post lcNextGenShader_1.1.fx Download:…
I played around with the nodes and figured out how to do it :) Original post, Question #1 Ok, I've looked around the Interwebs for hours now and can't find a solution for my question. This is a pretty specific question so you may want to refer to the pictures/docs below for things I mention. I've set up my 4033x4033…
As a blender user i've found exporting a material/colour ID map quite awkward, resorting to bakes and having to enable or disable blender options to get a clean unaltered diffuse colour render. A process that is both fiddly and time consuming. By chance I came across the offical BLender uv layout addon to export the uv…
I have been searching over some informations on internet how to make world of warcraft or wow-like style models and textures. I could not find public documents or .pdf files that are officially published by Blizzard. For example - Steam has official .PDF file and tutorials for their Dota2 models, textures even shaders.…
I have tried Mudbox & ZBrush and I am beginning to think I kinda prefer traditional modeling to ZBRushing or Mudboxing.I don't know why.I think its way faster and I kinda feel I have more control over my mesh especially with inserting edge loops where u need to and also when modeling stuff that u need to extrude from a…
Hey @kodde, I was able to load your Maya 2016 sfx shader in 3ds Max 2018 and it works flawlessly! I'm investigating a way to edit glTF models in 3ds Max, and see an equivalent preview of how they'll look in the BabylonJS web 3d viewer. Your shader is really really close! This isn't my model, it's from the GitHub samples.…
Sorry guys, first picture's pretty huge, forgot to rescale it. It's 3.30AM over here in Austria and I am a bit tired. So, this picture is from a previous version (the one I've made the last renders from). It has no diffuse, red and green channels flipped (sorry dur23 - no real frontlight on this one). Now the weird thing…
So, I have managed to create a small rock formation that would be attached to the bridge. Because I can't afford substance designer/Painter at the moment, I will be making most out of photoshop and the paint feature in MODO to create my Diffuse, normals, AO and spec map. The quality won't be up there compared to using…
The scratch looks like a resolution issue. It looks like the wasn't enough geo in the high poly or you didn't bake out your textures at a high enough resolution. Did you bake from a decimated model? If so I usually try to retopologize with the decimated then bake with the full resolution high poly. It just bakes cleaner.…