some more lemur progress: the lemur is currently 2k with about half being in the hands and feet, something i should probably reduce a bit. there are 512px textures on these images, but I will probably shrink em to 256 to fit my Infinity Blade res goal. let me know what you think!
hmm. maybe it is just a matter of the detail being too subtle. though just as a test, i turned up the spread to 40, and the samples to 256, and surprisingly i still saw pixelated sampling on the model. i think i may be able to make due with that map though, after some photohsop tweaking
totally agree with on both points, still working on the light to get it to be not so dark in that section. Also ill see what the floor looks with a 512 instead of a 256. also its not carpet its some kind of super reflective marble or something. I'll hopefully get these updates up soon enough.:poly142:
Looks great man! I love seeing this. I also painted it so if you want to check that out I'll provide the link http://works.drawcrowd.com/assets/images/000/253/354/large/1425407274.jpg?1425407269 I like what you've done with the cellar and the barred window along the ground.
Yeah just overlay another normal map on top of another one. nDo will do it or do it by hand. Adjust the levels of the one you're laying on top to output only 1/2 of the blue channel (so instead of 0 to 255 take it down to 0 to 127/128) and set the blend mode to overlay.
yeah I dont think I get what your saying. I found a setting in max's uv tools under "options" that says "use custom bitmap size" so I changed the numbers there to 256 by 128 and that looks like it might have worked to get me the correct aspect ratio.
Pior gives help! That may help. You can't make a full normalmap just by painting a greyscale and running it through the filter. You have to change it to Overlay mode on top of your base normalmap, set the blue channel's levels to 127 instead of 255, collapse that and run the filter again set to Normalise.
think lego. And make sure all your assets snap to clean numbers units like 32, 64, 128, 256 ext. paint textures this way too. i always looking for that in the portfolios we recieve. Always snap verts that touch the grid to the grid (for environmnet assets)... always. -R -R
hey Adam in Zbrush when baking your normal if you first go to Color and change the RGB to 128/128/255 then create a new Texture the size you want it will give you that nice even Normal Blue background so you wont have that ugly white behind your texture.
The unfortunate drawback of using SSE2 (CPU) for rendering is that Shape Splatter node is very slow: 2s+ for a simple 512x512 map on my 2.7 GHz i5... Not sure if this is the case for users on decent GPU. ==== But I wonder if there is a workaround for my specific case: I just want to color my rocks using position data, like…