since you are needing a second unique uv channel for lightmaps anyway just use that for your mask texture or for an overlay grime texture, you can also use world aligned textures which project the textures onto your meshes independant of uvs, it's quite costly though i think, i have been using both techniques combined for…
If you're using subsurface scattering, you need to plug in a value for the opacity channel. I believe 1 is completely opaque and 0 is complete translucent and 0.5 is semi-transparent. You also want to check the strength of your light source. A very bright lightsource makes the SSS more obvious whereas a weaker or duller…
@Julianimator Nice! The values are so subtle that I looked right over this last time. Very nice! @refraction Looking really clean. Crisp/clean styles can certainly be challenging to maintain a sense of motion. So if soft edges isn't a style option, you could lean more on diagonals and twists in your cloth (simple trick is…
As for #1, the tiling on the mesh is controlled by the UVs. If the mesh is not a square shape, then you can adjust how the material tiles across it by extending the UV beyond the 0-1 space. If you had a Wall that is twice as long as it is tall, for example, then you could double the width of the UV beyond the 0-1 space to…
I've got a big tutorial on exactly this topic coming in the next couple of weeks. Basic things to know: Diffuse texturing, photo-real. How to do a good job using photosource as well as photo-real hand painted textures. Color correction. Specular maps, normal maps via geometry and grayscale conversion. Lighting/lightmapping…
Hello, my name's Steve. I'm a sesoned 3D Artist working in the industry for quite some time now. I cover the whole pipeline for any type of hard-surface assets. My main specialties are Blender, Zbrush, Marmoset, and Photoshop. I have 3 years of experience with Unity [everything from simple things like importing assets to…
Eastern Europe based art outsourcing company is looking for new projects. Services we provide are: - modeling of high- and low-poly assets - texturing - detailing in Zbrush or Mudbox and normal mapping - skinning and animation. Packages we use are: 3dMax, Maya, Lightwave, Zbrush/Mudbox, Photoshop, Deep Paint Flexible…
Hi, so using dynamic object (car) single lightmap. one direct light and lightprobes Cars shadow is cast on static meshes fine, problem happens when the car is under another dynamic object (Bridge Beams). Although its static bridge but it has to be set dynamic to cast realtime shadows on other dynamic objects (car) This…
Hey all, I ran into an issue and I'm hoping somebody has some insight. Basically...renders from the scanline renderer with a single skylight and light tracer stopped rendering shadows. In Viewport: Render: I've had this happen before, but restarting my PC and/or importing all objects in scene into a new one fixed the…
It's got nothing to do with lightmaps since this is what UDK looks like when I start it up. I just built a new rig and have a i5, 8GB RAM but still have my 7600GT which I'm looking to replace but I was using the 7600GT in my last rig and UDK was fine. Now all my games look and work fine so I'm just stumped as to why this…