There's a couple of things you can do to work around it, but they're more expensive to compute and the good version isn't easily compatible with Surface Shaders. To improve things, you can normalize the light and view vectors per pixel in the surface shader. To fix things, you need to convert the tangent space map to…
I mean the surface smoothness What seems to be happening that the detail in the normal map seems to be added to the not very smooth surface of the low res mesh, like an overlay layer in pshop for example I have all smoothing group set to 1 BTW. So I wonder what is happening here. Surely the whole point of normal mapping is…
Anyone know of a script for max that would work similarly to polyboosts surface move tool? It makes it so that verts/edges/polys when selected will snap to the surface of an underlying high poly mesh and can can be moved along the highpolys surface. It's the only reason I really used polyboost, but I only own 1 license…
the 2nd gen thinkpad yoga 12 is comparable to the surface pro 3 and the last gen thinkpad yoga 12 is comparable to the surface pro 2 in specs . but the last gen thinkpad yoga 12 is a real minefield of QA and so you'll probably get horrible ghosting on the screen or digitizer deadzones or both. not sure about the 2nd gen…
Nah he meant the opposite. As musashidan said viewing angle plays a large part of this. Also consider the depth of anything you're trying to normal map onto a surface. For instance a deep divot in a surface will look more like a flat decal if you just normal map it, especially when your viewing angle and the lighting line…
Definitely start with 3DS Max, because it is important to learn how to create models with clean topology before you jump into using tools or plugins that speed up or automate the process. That being said Zbrush can certainly be used to work on hard surface models. If you are looking for tutorials check this out It has a so…
PaK: That sounds like what my Max script does, although it sounds like you're just comparing UV surface area to come to an average? Mine actually checks the surface area of the geometry polys and their corresponding UVs, so the scaling is actually done relative to the average of the UV area and polygon surface area. Which…
Hi all, I am trying out the foliage in UDK and followed up the documents on EPIC. But when i start to paint it only paints on horizontal like flat surfaces (ground) but not on vertical surfaces in my scene. Collisions are made in UDK for static meshes cause they are simple cylinders and box shapes. Also i noticed its a…
Hello people! I'm an experienced freelancer 3D Character Artist looking for freelance jobs. Both long & short-term projects. Specialized in realistic style, game ready characters (low-poly), and likeness portraits. Skills: Organic and non-organic modeling from scratch; solid anatomy knowledge; High detailing realistic…
Thanks for the response. I do want the butterfly/mirroring effect in this case but not the seam. Can you clarify what a material finish filter is? I'm using the brushed aluminum material in Painter. It really seems like a left-hand/right-hand tangent space mismatch kind of like what is described for Maya…