http://seblagarde.wordpress.com/2013/09/08/water-drop-4a-reflecting-wet-world/ Multiple points on the water surface reflect the same area of the city thus in effect stretching or blurring it along the view direction. It happens on all uneven surfaces…
I'm not sure reflection is the right one to use now I've looked into it more thoroughly after Xolihul's message. It appears to be distorted at the edges - the normal used for specular lighting. (averaged between surface normal and surface-eye normal?) If you're using no normal maps feed a 0, 0, 1 vector into the transform…
i would add some divisions to the surface, and also use a height map to add more variation to the vertex blending as well. is this for UDK? if so i could post a shader network for a good vertex blend that uses 2 channels one for the blend 1 for falloff, and uses a heightmap to blend dirt and moss into the cracks in the…
Looks good, but the one thing I notice is that the edges for most of the detailing is mostly softer than I would expect, especially from the metallic parts. Everything seems to have this same soft edge width; its about contrast and such, hard surfaces have harder edges and softer surfaces will be softer, with some…
@ Shinigami - If you are directing that at me, then they are in a sense splines but i'm using Maya so they are actually called curves. and Basically i'll use these curves to plot my surface flow and use NURBS modeling tools like Loft, Revolve, Bi-rail, and Boundary to model out the surface of the vehicle. Then towards the…
The bake looks pretty clean, but is hard to tell with such a matte material. If you really want to scrutinize a bake then you should toss a dark diffuse/high spec material on your model and see if the surfaces hold up. Outside of the bake though, your xnormal wear and tear, combined with the chunkiness of the model sell…
don't sure about what kind of surface variation i can use on stones,something like this one?? (maybe a bit excessive?) Edit: please Talon,can you be a bit more specific about what kind of surface variation you suggest? (cause now i don't have idea of what could improve them) :(
If you want to bake a shadow into your diffuse texture, the whole mesh surface gets unique, therefor you can't reuse the same texture space for different surfaces. Sometimes you can use some fake, ambient shadowing which will not be so obviously, but if you want to bake real shadows you need to separate your uv islands.
ideally you still "hide" your seams where they naturally are in the mesh you are working on. that doesnt work for naked people but for clothing or hard surface it makes sense to not artificially complicating things with seamplacement in the middle of surfaces. And as soon as Lods are put on top you better still think…
Yeah what I've done is plugged my opacity map from opacity mask into opacity, changed the blend mode to translucent and the lighting mode to Surface Translucency Volume. Aside from the bad rendering errors you mentioned I'm getting no surface detail as suggested on the glass in Quixel whatsoever. I'll get this post up on…