What I do is I render to a TGA with alpha, then in Photoshop cut it out and use Flaming Pear's Solidify B to fill the space. Really helps with mip problems. I have the padding problem at home, but not at work. At home what worked for me when I'm using Batch Bake is to set the Bake Optimisation to multiple objects, even…
1) More than likely your path deform is misbehaving because the object has a dirty transform history. You can reset that on the hierarchy tab, by clicking reset transform and scale. 2) The objects local pivot is in a wonky position and oriented in a weird way. 3) You are using PathDefom when you should be using the…
It looks like you may need to reset transforms on some of your objects. The shaded part is happening because of your bake errors. The objects that are very prismatic need to be examined and rebaked to get them to look right. Look on your normal map to see the AO error, it is orange in color and should be like the rest of…
Hi fellow swede! I like your style, but I think you need to study alot of anatomy of bodies and faces. If you incorporate realistic studies with your own personal style you will grow as an artist! And do some rendering and material studies of objects, like a photograph of an actual medieval helmet, to get the sense of…
Yeah its super handy to have. Also, remember the "autogrid" check box above your creation tools/Object type, and you pretty much have the modo set up. Now if I could just get a screen space move like modo and maya, (meaning you dont have to click on those super small xyz handles to move your object) that would be a total…
System specs? Scene specs? Lots of separate objects with low poly counts or one giant object with a lot of polys? Crazy complex materials? Are you using Slate or the regular material editor? Do you have a lot of materials sitting around in the material editor(s)? Is the texture resolution in the viewport cranked up pretty…
Interp actors use a different lighting system that doesn't use light maps. But to do this the shader averages the number of lights hitting the object which can look funny on large objects that would normally be hit by lots of lights. Also anything lit this way will not accept shadows as well as something with light maps.…
Think about it like this, there is a light in the environment, than that object moves away from that light. In this case the vertex are moving to or away from a light source. This also screws the shadows as well. Unless there is a way to have the light effect some other aspect of the model and not the visual vertex that…
@Mr Significant haha sorry it was the slowest option on the gif maker ... Yeah the moss layer is a material function (so it's nicely reusable) So I add the albedo from that material function to the albedo of the object and also For the displacement I use the moss Mask (that is a per object map in the Red channel) I also…
Malcolm.. I missed what u said earlier. The answer is yes to a point. After you get your first line of objects duplicated there are things you can use to tweak them. If you click the Autoupdate is "off" button .. it will switch to Autoupdate is "on" then any changes you make to the cv curve will re-duplicate the objects. I…