Hey guys, iam on it to make my world in world machine and wanted to bring it later on in CE3. the first tests worked but i got still a question: Is it possible to create final terrain textures in world machine itself? I ask this because the results from my "baked" diffuse that i combine with the ao and other maps out of…
I am trying to texture this machine thing, and I am having some problems around the corners. I cannot get them to match up, or at least look like they flow together ind of well. I am going to post the flat shaded and textured version as well as the texture flat. Also I am working in Maya. Flatshaded Textured Texture sheet…
hello im working on a blend texture for a special effect. this texture blends over multiple props in the scene, and i am having problems with different props having slightly different texel densities. so im wondering if there is a way to have the blend textures UV scale in all the materials that use it the same, by maybe…
Hello, first post here, having a bit of trouble in Zbrush 4. I've sculpted a terrain plane for a game mockup, polypainted it, and now for the life of me cannot get the thing to give me a texture map of my polypaint. I've given it Adaptive UV's at 2k resolution under the UV Map options. When I go to the "Texture map"…
Hey everyone, been working on a robot lately. Got a decent amount of concept work to show and one high poly/low poly to receive crits on. All of the concept work can be seen HERE on my blog. There is a good amount of images so I am only going to put the latest highpoly here. The flat part at the top is where the thigh will…
I'm currently experiencing a discrepancy between what Photoshop shows as my albedo, gloss, etc... textures when working in DDO and what actually gets output as flats when using the exporter. This is a random example textured with the latest version of DDO. Below is the albedo as seen while working in Photoshop. The…
hi, i made an emissive map in my material and masked out the emissive areas by an ID map. (material is used in UE4) when double checking the masks by copying them into a new file and use levels, i can see that they are 100% clean. however, when i export the flats and double check the emissive by leveling it to high…
I dont think there is any real way to get rid of weird shading in this situation without using object space normal maps or tangent space baking after the object is broken (and having proper tangent basis in bake and engine). Relying purely on vertex normals with "random" cuts in it is always going to give wavy deformed…
Hi Stirls! So i have darken the Specular for the Wood and lighten it up for the metal parts. And i have tested the Toolbag 2 Trial, so that the pictures have a different style to the first pictures i have posted. And i tested the look of the weapon at Night. Without any Light Source. At Night the weapon looks fine. But…
awesome thanks, what setting did you use in xnormal ( AA, Render type, Cosine?, Bucket size, did you set a cage up in max or in xnormal? Ive been trying to use xnormal but i can never get good bakes always get good bakes inside of max. Why Xnormal over default max ? I cannot quite tell on the low poly is the side facing up…