Not sure I understand. - My maya screenshots might be misleading, I am not asking about transparent depth sorting. I just forgot to turn off back-culling. - Since transparent shader doesn't write to depth normally, I don't see it being the cause that opacity is added last; but I can see why opacity/emission isn't a part…
I doubt that those tiles are done with displacement. More like polygons, but maybe not even that. Its kinda hard to tell, but if you ask me, displacement would be the last thing that I would try when its some flat tiles. Have you tried POM? Even that would be much more efficient. To increase tessellation density, you can…
[ QUOTE ] [ QUOTE ] Strangers Wrath got a 9.6 on metacritics. Any game that awesome should have sold by the bushels full. But EA didn't pay enough to brainwash the masses into going out and buying it. [/ QUOTE ] EA didnt advertise it. So it was by ear only. Had more to do with the lack of getting the word out than…
I had trouble with this kind of stuff not long ago as well. The thing is, it only seems complicated because you haven't done it yet. Once you make a quick plan and just start testing things out, it becomes quite clear. So, you can export each thing as a separate object, and bake it. Then you get your baked maps. Then you…
I've been doing some doodling and testing in Designer for the last three days, just to get back into it. Nothing I'm doing this early in the project is "finished" - I'm just trying to establish a structure. Today I started on the "Rock Sample" node - It's a tool that I made so that I can spread out pebbles and rocks over a…
I am having difficulties in making a good texturing for this , first because polypainting and masking by AO in Zbrush to me is not working for some weird reason... then because I couln't find a decent picture of the atlantean sword to use as photosource so I just did the following : 1 used several types of smoothing…
Also, someone PMed me about how I did the lantern shader. I thought I'd just post it here and share. For anyone that's used Unreal much, it's pretty simple for most, and could be done better. Anyway, here's the shader with the explination after: So, this is basically a masked Fresnel shader. Starting off at the bottom…
Hi Victor, DDO only really works with ID Maps that have totally solid colors, no shading or gradients. If you have areas where you'll be blurring two textures together, you'll have to do that with the masks. Since you're already in Photoshop, though, you can use most of the normal Photoshop tools to create and modify your…
You could also do a mesh extract? Simply mask off the area shown in your screenshot, and under geometry palette (I think?) use the Extract button. If you want to just do it all on the current mesh, I'd mask the areas you want to make leather, invert the mask, polish / smooth out the area and apply a new surface noise to…