So as I'm sure we all know, some of the more typical techniques for creating a tiling texture don't apply themselves as well to working with wood textures because of issues matching the flow of the natural grain, or avoiding obvious repetition. Planks seem slightly easier to deal with, but larger, flat areas seem…
Working on a World War 2 survival game and we're in need of the following assets. If anyone is capable of delivering these could you please pass on a quote to us. Thanks. Scanned tileable ground grassScanned tileable ground sand (Smooth)Scanned tileable ground sand (Rough)Scanned tileable ground mudScanned tileable ground…
I am trying to bake normal map with Turtle and it gives some errors where I have hard edges. After doing some research I found that I have to split uvs where I have hard edges. If I use Maya Transfer Maps and select Match using: Geometry Normals it bakes the normal map fine but if I select Surface Normals I have the same…
I have not found many websites, but instead just reading sporadic articles related to film/VFX lighting and talking with other experienced lighting artists both in house and externally over the web and such. Here is some general workflow/tips I have gathered over my short tenure so far as a lighting artist: One major point…
Also, I've been having some problems with decals lately inside of Unreal Engine, and I havent really found a solution to this yet so I'm going to ask here. When I'm applying a decal to an emissive surface, it only appears very subtly on the surface, as if the emissive was overriding the decal on top. I tried multiple…
I remember trying to export displacement maps once, when you use it in blender you've got a slider which determines how much the surface is going to be displaced and it's impossible to know how to perfectly displace the surface so it matches the original. I've used normal maps often in cycles, fake lightning is very…
The textures are way too noisy. I'm able to recognize some ddo masks, which is bad, and seeing general details applied evenly everywhere does not demonstrate and understanding of texturing. Generally speaking, scratches should be on edges, dirt and grime should be in corners and general surface wear/ sun-bleaching should…
Yep, I do this as well, or rather I usually let dDo generate it. The biggest problem with doing this vs baking it from a highpoly is that if your normal map has a lot of high contrast gradients to account for the lowpoly smoothing, the resulting maps won't be very accurate. This is generally more of an issue with hard…
Ambient is being rendered in Mental Ray and Normal is being rendered with Native, they are using different methods. Check your 'Mental Ray Common Output' tab to make sure the settings Match 'Maya Common Output'. Turn Backface culling on in your Persp viewport to make sure the Normals are all facing the same directions. Oh,…
Thank you @sacboi for the reply, I have done both hard surface and organic modelling and sculpting before but not tackled modelling a realistic CGI model of this type before with the organic shape and hard surface structure. I seem to find it is either too soft and looks flimsy or it isn't quite soft enough and even adding…