First post -> hello everyone Did this fellow here during last mouth. It's my first fully finished next gen character ever (I did some next gen textures before, some props and some speed excercises, but never the whole character). So hope you like it
LoL this makes me mad. I dont know if it is this hlsl compiler or max but it is crazy. I've put my code into some fancy functions like Xoliul did, to get a better overview. But instead working like before as I would expect it, it does not I've got no compile errors or anything else, but my specular calculation doesn't work…
I have a weird Painter behavior where it change flat to smooth shading on decimated Zbrush hi poly object , It makes the baked normal map sort of blurry vs Designer or Blender bakers . Does anyone know a trick to workaround it ? Painter writes: [Scene 3d] [FBX] mesh normals are invalid (some values are null) and will be…
UV seams? Smoothing groups? Non-normalized UV islands? Also, don't look at your normal map in diffuse since it's useless at helping your debug stuff, stick in your normal and throw in a quick spec + diffuse to see if the lines are really noticeable or not.
Came up with this technique while working on the DomWar, it's pretty simple, but figured I'd illustrate it real quick in the hopes it's helpful to some people.
- The quickest way to make sure normals are pointing the right way is to turn "Face Orientation" on in the Geometry > Show Overlays menu of the viewport in Blender. It'll highlight anything flipped in red. I'm under the impression the original tires have flipped normals, so when you flip the mirrored tires to match them…