I seem to have gotten myself into a rather difficult problem with maya and mental ray. I am currently working on a high poly game character using several normal maps. I Have been successful in generating and applying normal maps that look great with maya hardware render. The issue comes into play when I am trying to render…
It's my first day with ndo2, I'm using Photoshop CS6 and trial wersion of ndo. Naturally I have a fresh new normal map, without any additional layers. I'm making convertion from normal to ndo2 then making new layer and then I convert my selection to new element of normal. Lets say it's some circle bevel. nDo2 then should…
I think one thing I'm going to do with this project is incorporate some micro Normal map details. Or learn how to make use of them as I'm not 100% sure.
I wouldn’t make the interior glass opaque, that would prevent refractions of the room /wood behind the bottle. Instead, flip the normals of the interior, so it’s more like a bottle within a bottle, and color that. The lighting you have now is very front-lit, with too-dark edges. It would be more dramatic and visually…
Goal: Selective Blending Ultimately, what I want to achieve is the ability to selectively blend different channels of the decal with the underlying material. Examples: A metal bolt overwrites roughness, normal, metalness (usually) and color (in most cases) values. A crack might overwrite normal information and maybe…
yes, it's Fabi_G's example A . You need to relax you hi-poly source a bit with no 90 deg corners . The way the projection would show you a few pixels of sides at least. As of Unreal render be sure Unreal uses your edited vertex normals and not recalculate them back to default positions . I don't use Unreal but recall it…
I use cad style of software for anything more complicated than just a box if it's hard surface /non-deformable. Stopped to use sub-d for that years ago. Honestly not sure why sub-d still alive. It was once critical for 3d soft scene optimization , not that important anymore. Still a source of shading artifacts and puzzles…
This is basically what I was referring to. I'm at home on break without UDK or 3ds Max for the next week, but I'll try to explain it the best I can. First, you'll want to build your entire foliage mesh in 3ds Max, and have all your alpha plane placement finalized. Once you have that done, download this script called…
Ace... the masking thing is.. bizarre. It makes no sence from a data or code standpoint. HLSL wise the component mask is equivalent to the swizzle operator (.) so a green mask is just variable.g a float value, a scalar, doesn't HAVE a g channel by definition.. so it has to be cast to a float3 or float4 then operated on by…
Like I pointed out above its very inefficient to use tessellation on that surfaces. There is a cool trick though but it would lock you to use this as a modular piece, which I'm not sure if its a problem but it definitely works very well, even though the topology will look rather funny. But it doesn't matter since its a…