I started adding more detail into everything. It took me a while to get the bricks how i liked them. The first one in this took around 24 hours because of the modifiers so i decided to add the detail in myself through Z Brush. Then in the end i ended up adding more detail on all objects including the ground. Ill be adding…
Get vertex or pixel normal world space, get the component that you want (z is up) and use that as an alpha in a lerp to blend between the rock and snow texture. If you want to do this on the normal channel, you may need to recreate the pixel normal, by just transforming your normalmap into world space and then do the same…
The issue you're experiencing isn't DDO applying the textures incorrectly but rather that your model's axis is not set to what 3DO is expecting when it bakes your object space normals for you. A simple fix is to reimport the project and re-select the mesh with the correct (Z-up) orientation. Slightly more time consuming is…
Shriker sent me a PM suggesting this: If I'm understanding that correctly, he's saying that the UV set should be named "map1". I tried renaming my UVset but after I did, the 'UV Sets' dropdown menu in the UV editor still shows the old name... Also, might it have something to do with whether or not your scene is set up for…
Thanks ysalex. I'm getting together a folder of interesting faces and old photos are my favorites. Finished this bust. Drifted away from the reference a bit. One of my first proper renders in Z brush (still getting to know the software), so not completely sure what I'm doing. Pretty pleased with this guy. Definitely my…
Objective: average displacement to +/- range, rather than + only (*tip from Jan Kaluza) Notes: * Using a .jpg map in the height channel produced obvious displacement artifacts and created an offset into the -z axis, creating a gap between the user's feet and the ground plane. Using an .exr version of the same map produced…
make hot keys for whatever "angle of view" u want. choose an angle of 1 for an orthographic projection you can "manually tumble" in any perspective camera. ( fluid not stepped ) test with spheres ( say along a z axis... no matter how far spaced. with an angle of 1 in that viewport the projection should show each sphere as…
Yes, look in the Channel box with the PolyAutoProj node selected in the object's history (or click the Options box next to Automatic Mapping before applying it, and set the settings in there). Set "Layout Mode" to Overlap and "Scale Mode" to None, then you can adjust the size of the mapping projection by changing the Scale…
Quick update. Still planning on doing A LOT more work today, but I'll throw this up here while I take a short break. Also, Question!! Any suggestions on how to go about modeling those drapes? I was going to try and use Maya's n-cloth feature to start but I also think Z-Brush to start might be a smart idea too. Any…
I think it looks good, good execution from concept to tangible environment. I think it's just missing some depth into it, Z-depth perhaps? I also think the lights you are using are drowning out the architectural details, maybe too much warm ambient lighting? or are you really aiming for this style on purpose? I'm not quite…