The whiter shell is a separate piece of geometry floating on top of the panel? Looking at the UV shells at that lower panel, I don't see any darkened borders, did you bake this exploded out? Also, I don't see much shading on the outer areas where it meets the lip of the paneling. (I hope this is descriptive enough, having…
[ QUOTE ] dont blame Kentucky.. just the rednecks who live here. ;p [/ QUOTE ] haha - yeah, sorry man. They keep coming across the border here, tearing ass up the freeways in rusted Ford trucks with "#3" decals on the windows and nothing resembling an exhaust system, generally causing calamity, so maybe I'm a bit…
Maybe? Again I usually avoid splitting right down the middle of flat faces like this so I wouldn't really say its common. Oh one other thing to try, you said you split edges/smoothing groups at uv borders, do you have it split at the mirror seam as well? Try keeping that as one smoothing group instead (or trying the…
What i generally do to fix this is make sure the background is very close to the value that the bump has around the uv borders, if you just add padding around the edges you'll still get wierd results when trying to calculate the 3d shape analysis. So just try to keep any unused space an even neutral value that blends in…
Our engine ( DirectX based ) uses DDS principaly and i can affirm you it was a sorting issue. Because developers have corrected the problem. If the sorting is correctly done, you don't see any border on your alpha. Then, I've never seen a background color ( other than black ) in a DXT1 DDS; created with the ATI or Nvidia…
I'm pretty sure that's not possible. The only way to do it correctly is through a post-shader. It's because you need to compare a pixel with bordering pixels, something that can only be done when sampling from UV's, which is obviously not the way to go. In Zbrush they do everything on CPU plus they can work with vertices…
There are two options here. Either you add a bevel at those areas which have 90° angles so the shader has more geometry to aproximate the shading or you add smoothgroups and dont use just one smoothgroup But keep in mind that you have to split the uv shells in order to not get black edges at the smoothgroup borders. Read…
Edit; After installing it, I fell in love with it. I can confirm that there is some performance issue using the wheel by two things; The outer circle color picker seems to be choppy when the mouse cursor isn't in the circle, and resizing the application inside photoshop to fix with other border took quite some time to…
Are you using any particular reference for your dragon? One suggestion I can make would be to sharpen up those details. Some areas look a bit smoothed over. Reptiles tend to have scales that are quite crisp as seen in this image: To sharpen up the borders of the plates you can use the pinch brush with a low intensity. It…
Seems to follow polygon borders. Check if you welded together uv-vertices that don't belong together, like you welded the mirrored part of the face to the unmirrored. Check if some of your polygons have flipped normals in case you display them as double sided. If the geometry is ok, moving the mirrored parts of the uv's…