Hi! I have found several techniques to automate game art, that I wanted to share. :) I start with the most time consuming thing that hard surface stylized artists have to do in ZBrush: create chipped edges and cracks. Then baking and compositing the maps for each props. I have found this procedurally generated chipped…
Hey guys, I updated my Bake panel for Blender 2.8 I've been using it as my main baking setup for the past year, it's saved me a whole lot of clicks, so I hope someone gets some use out of it as well! get it here: https://github.com/leukbaars/BRM-BakeUI example screenshot, baking down Occlusion, Color and Roughness from…
Perhaps I'm being silly over here, but if I replicate that I don't get good results. After adding the modifier, testing it with the OSL does not provide good results, and in that bakeScene.blend file, if I switch the Bevel002 material to use a Bevel node (16 samples), I get the following result: Even if I save it as a…
@Justo By normal i meant just the bevel shader node without any custom stuff like the OSL. I tested now with OSL and is working too, changed two things on render settings but they are not related to this problem, one was the green channel to Y+ so i could preview in eevee and also changed the ray distance to something…
1- If you put a geometry modifier, it will update (you just have to find the one that doesn't deform the mesh such as a triangulate or decimate with factor 1) Probably a bug though. 2- BI does that quite well with its Light node, for cycles I don't know, last time I checked it wasn't possible :/ 3- As for the hatch effect…
@ Blond : Shift+K to fill color. There's blending modes available in the brush panel. Palettes are available as Texture painting mode. To paint specular, you have to go trough the material node editor. I recomand to quickly set up a vertex color material to see vertex color without viewport shading as well. Painting RGB…
Unfortunately that's still pretty far off from PBR. The specularity isn't normalized and since there's no slot to change specular power on a material in the node editor there's really no good way to implement a roughness texture in the Blender viewport right now. It looks pretty decent, but I think it's a little…
Blender 2.76 Release Candidate is out ! It will probably the last truly stable version until Blender 2.8 project. https://www.blender.org/download/ Here's the full presentation of the features : http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.76 Quite a lot of worflow improvments with : - Viewport (huge) Boost -…
The typical advice for clearing up the greyish boundary-line artifacts that show up in the Metal-Rough workflow is to use a higher resolution texture. The results aren't great & it comes with a serious performance hit. By using a power node, those artifacts can be hidden by pushing them towards metallic. There isn't an…
Anything you have in mind? You can already lay out UVs outside of the 0-1 area, which is how I understand UDIM. Perhaps some interface to offset selected face's UV's into a UDIM block? Or cycle / swap UDIM blocks? Here is a mockup of something I could imagine useful: With a click of a button cycle the UV's from block to…