Hello. Can somebody help me with this issue in Mudbox 2014: I've imported a mesh sculpted im Zbrush but it seems that Mudbox doesn't want to create edge bleed/padding. Because of this texture seams are clearly visible.
Hey to all, I was wondering if peeps had any insights as to how once could truly optimize stairs in terms of texturing and UV. Vertex Blending? Unique textures? Distorted Tiling? Parallax Mapping? Cheers and ciao.
I think lowering the saturation makes it easier on the eyes. I looked up some pictures of palm trees near the sunset and how they interact with light. The highlights seem to be more subtle. I think the first picture (the one with that creates this gradation with the light) would look perfect with your render and blend in…
The way I'd do it is by using the material workflow. here's a simple example: Substance already comes with a pre-made material node called "fabric009" that you can use with the "material blend" nodes and a few adjustments to make any pattern you want.
adjusted the composition of a tree and added more roughness to tree bark. I'm going to work on foliage next to have it with less contrast and better blend of the plants
This one is lighter, changed the lights to movable, the grass defiantly blends in a lot better. I defiantly want to keep it sharp in the ends to match my references.
XnView is pretty decent at reading PSDs. You can even cycle through the layers, though layer transparency and blending modes are not very well previewed.
impressive foliage work! I guess its mostly alpha cards but the shading on it looks quite believable and the blending between pieces is really hard to see.