Hi, Thanks alot for the info. I was just wondering if my ComponentMask is placed correctly? or does it need to go somewere else? I'm using 2x (2048x2048 textures) R+G+B+R+G+B. Do you also need to use the componentmask for your detail normals maps?
Dissolving one of the two edge loops doesn't work? If not, you can try sliding (G then press G again to activate the sliding mode, there are other options at the bottom of the screen) one into the other, and then use the Remove Doubles to weld them together. In case the mesh is open, Bridge them together first.
No, the scale of 0 to 255 is not interpreted as linear to the DISPLAY. It is interpreted agnostic internally. So when you have two layers, and you multiply them, so for example, red and grey: Red = (R=1.0 G=0 B=0)Grey = (R=0.5 G=0.5 B=0.5)R = 1.0 * 0.5 = 0.5G = 0.0 * 0.5 = 0.0B = 0.0 * 0.5 = 0.0Red*Grey = (R= 0.5 G=0.0…
all the printers in here use g-code, and there's a few different programs, like Cura, ReplicatorG, and Netfabb, that you can use to convert STL files to G-code. So you can model in your favorite program -> export mesh as an STL -> convert STL to gcode -> send gcode to machine for printing.
combining two normal maps can be achieved by going into the layer options of the map you want to mix in, disabling the blue channel (should be 3 checkboxes that say R. G, and G), and then set the blend mode to overlay. then controll the intensity with the opacity slider.
Depends on the engine - some will store a separate gloss and specular value as part of a G-Buffer. Some, like Unity, do some hacky stuff - storing the specular value in the alpha of the albedo G-Buffer - means you don't get coloured specular.
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Looking great so far. Though I'm thinking the legs should probably not be so well-defined and muscled, compared to the style of the concept. They look a bit more like older-guy runner's legs, lean and tightly-defined.
CrazyBump. ^^ Roughness is driven from either R or G or B channels of the Albedo maps. (Usually R and G give better result over B but it really depends on the Albedo itself). I adjust the normal map strength in engine until I'm happy with it.