Yep, message a mod to get it moved. Feedback: You're human renders would instantly benefit from having some sort of skin texture on them. You want to use SSS in combination with a diffuse texture. There is a slot there for it. Specularity will make or break it, so you'll want a nice spec map as well. For starters, you can…
To render edgeFinder put a vertex colour node in the diffuse. To bake this just bake a diffuse element onto the low poly. Tension is a little complex at first. You can use this script to apply it to a selection of objects. I personally apply it on top of my smoothing as it gets a sharper result. If you do this manually…
Luke: Thanks for the tip about the normals! Although I don't use crazybump, guilty as charged for a map here and there (def for the books/fabrics at least; tend to use the whole diffuse). I got a sense that I might be doing something wrong, cause i'd load up an object or plane with the textures set to them in marmoset and…
you finally doing art work again !!! :) your doing a good job overlapping UVs, its good to see jr artists understand stuff like that. but it seems ur running into alot of other problems. one you dont need your flow of lines (geo) to go all the way to the bottom, theres no need to do that. Connect those lines from from the…
I'm going to have to say "no go." It seems too cumbersome. I'm setting up a system for other artists to use, once the toolset is up and running. Sounds like too many hoops to jump through. We have a couple basic requirements... First off, the masks have to be baked into vertex-weight values. Requirement of current hdwr.…
Hey dude, You are doing everything right except one thing. After everything is modeled and UV'd you need to go into 'Element' mode and select the pieces you want to have a different material on it, then you click 'Detach'. This will help you go over the UVW without it being interfered with the original mesh's UVs. From…
I realized the tutorial I was typing out was too long and detailed for something that is a senior project. These are the maps I would use for dirty glass (make sure to UV the glass and output it to photoshop first): 1) Diffuse - Base color of the glass + any dirt/dust 2) Specular - A greyscale version of the diffuse layer,…
Thanks for sticking along, but feel free to take your time as well. It has improved between the chair and the table. You simply could have used a different texture resolution for the chair, but having two different chairs on one sheet is actually a good idea. It's hard to tell in case of the table itself because of the…
Well you could have multiple diffuse maps. Imagine you're doing a small town; the tiling wood texture could be used on this as well as sheds, buildings etc. Here's an example of what I mean: You could have it so all your wide panels use the bottom piece while all your thin panels use the top piece. It wouldn't be too…
I think voxel scanning could be a big thing as a foundation for major assets, as a quick way to make minor assets, and as a 3d approach to texturing. Instead of using a purely 2d texture I would expect that having some degree of accurate height information would be the norm (especially given the push toward tessellation,…