I don't think any of the standard shader based blending will solve this - the detail map doesn't know anything about the other normal map, it's just using the mesh/uvs to determine what direction pixels point in and then blending the result. good solutions for this would effectively be prebaking the blended normals and…
Is it impossible to get a perfect diffuse color bake? because when i do it i always get a few pixels wrong and it affects my mask when i want to add a texture. Is it possible to get a perfect bake in max so i don't have to manually clean up the image in photoshop? i use rgb colors so i can extract them from the channels to…
Good Day, I am reaching out to you from Pixel by Pixel Studios. We are looking for a concept artist to do up some concepts for a modular robotic main character. What the character will need - Modular Body parts kept in mind when concepting - Robotic type (not a suit) - Mostly realistic art style This is paid, but we do not…
You can pixelate with a post process shader pretty easily in ue4/unity but a lot of the look of ps1 games is in texture filtering (or lack of) and in the mesh compression(that's what causes the wobbling). This stuff is relatively easy to implement but you will need to dick around with vertex and pixel shaders to make it…
Bump offsets tend to look pretty crumby on terrains due to the likelihood of visible texture/pixel swimming with varying view distances and heights. I'd stick to regular normal mapping and using meshes where more visible sillhouettes are required. No it doesn't. The polygon density of your mesh isn't going to have a…
The highlight is actually surprisingly complicated. I've built a system for creating and projecting cubemaps onto the planet. This system is used for the shading, for the texture splatting and for the highlighting. The values are baked down to the vertexcolors on the mesh used to create the planet. That mesh is then drawn…
qubism> You are a maaaadman. :D I was frustrated to no end by the pixel-brush when I started painting my textures. I ended up doubling the res, painting, then crunching for the render you see now. I might give the pixel-brush another go at true res rather than using my hax method. Here's mine so far: Ice, ice baby...he…
(bump) I've tried googling but I don't know what this is called, and blenders relax acts different than max This is stopping me from uving a model In the viewport the model looks like above: [-][-][-] But when I unrwap it in blender it looks like: [][][][][][] with uneven pixel coverage and the faces are all "squished" And…
Looks much better now. The problem with your color map is that you probably painted it in a higher resolution and then resized it down. This is bad because you lose fine details, like edge highlights and so on. It also makes things blurry and sharpening your texture wont help either. Always paint tiny textures in real…
I am having issues snapping verts to the grid in max, they always snap from a relative position to the grid, if a vert is a few pixels from a grid point and I snap them to another grid point then they are a few pixels from that grid point. In other posts it's suggested that you have to snap the object pivot to the grid but…