Either I'm missing something or triplanar projection is broken, when I enable triplanar it doenst project the image it just seemingly produces random noise: Does anyone have any idea why this is happening?
Hi, I'm desperately trying to use area light to bake some lights and shadows in an indoor environment. It seems that area light don't like non-uniform scaling like i want to do. Here is the problem : I want a light that cover a specific zone and cast shadows and light. I know i can use object to cast light with final…
modern social media is the problem. eventually more and more ppl will get sick of the addictive sensationalism or validation chasing that social media ultimately boils down to. and for that reason! 95% of content and classes are for beginners, because 95% are beginners and will always be beginners, its an endless stream of…
I have a question for the forum. I am working on pulling several stamps from images for my next project. I have been able to get some cool shots and am happy with what I have so far, but when I test them in mudbox I get a lot of noise from the stone itself. This is killing the details that exist in the rather detailed…
Hey Polycount, here is a character that I have been working on for the past couple of weeks. Paul Kwon was kind enough to give me permission to have a go at modelling a beautiful Ghost Nova concept that he painted. I have just about finished the base sculpt (Very lumpy and rough), so it is time to start the hard surface…
I need to make a moss tileable texture, but I am finding that getting a height and normal map from a photo is creating to much noise no matter how I approach it. The other problem is the large scale detail I am getting from a photo reference is looking really blobby. I am thinking the best thing to do is sculpt it and…
Hello, based on another post I made about the topic it was suggested to post about some rocks I created for the latest game I worked on. The game follows a semi stylised art direction which took a lot of trial and error to reach the result we have today. Here is a quick breakdown of the process I put in place. 1. Sculpting…
Hey Guys! I spend a lot of time on this texture Pack, it consists of mostly procedually generated noise textures, expect to see all the common and many crazy textures from known algorithms such as Voronoi, Naki, Buya ... and just a lot of varied custom stuff. Fine paper or film grain / Car paint speckles / Natural or alien…
A bit of a breakthrough on the next iteration for the reference material. If you use the CameraVector node (which I was using some of my dot products), as your normal, you get "free" retroreflectivity. This much better because it actually takes into account all scene lights, rather than relying only on a single directional…