Hi, I'm currently working on a character named the brute. The artwork: And now my problem! I'm doing the render part and I have isolated the skin part to work on my SSS shader for now. But when I add my normal map that I have extracted with xnormal from a highres model modelled in mudbox, well different shell part appears…
Hi! I have a cube with one packed texture but the texture has four different parts(metal/clean metal/rubber/plastic). Each part has its own mask in another packed texture. Also there is alpha channel with another mask for scratches in the same packed mask texture. I use separate color nodes for each cube part(except clean…
Maybe it's an idea to model this by using the a segmented part of the pillar and then using some mirror modifier which use clipping at the mirror axis like so: With this there is no overlapping and the non-mirrored part could even be used as a module..