look tooo american to me, Yuk. and steve martin OMG YUK lol that remind me of the shitty American version of Taxi. Greatest french movie ever, Ruined . Y U K
nice stuff dude, I'd be more interested in the specmap than the diffuse personally, since that's the map where materials are defined, I really like the hoverbike-y thing. planning to put this in unreal ?
This black artifacts appear when I use normal map with Flip Y checked (red ones). Blue zones also have extreme angles but are fine. This artifacts don't appear in Unreal Engine or Unity. Is there a way to fix this?
This is probably due to the green channel (Y axis) being inverted. You can try inverting the green channel of the normal map texture in photoshop and see if it works.
@Obscura Yes unfortunately, I flipped the green channel and still have the same issues, I have it as +X -Y +Z for the normal which is Lumberyards recommendation.
Ok, it's been a while... but here's are the couple of roundup videos showing recent progress: https://youtu.be/N-Y-3md2FeU https://www.youtube.com/watch?v=KfUBVjbPmPI
Beautiful work :) The light direction seems to be hitting the model at one angle, and the specular looks like it's catching it at another. Could flipping the y in the normal map be the solution?
i'd recommend a rollermouse. edit: this image shows the mechanism better. you can move the black bar sideways for X-wise movement, and roll it to move in Y.