Hi guys! I need to ask for your help solving these artifacts Im having on my lowpoly model. Artifacts in Blender would not be that big problem, but Im also getting visible seams in baked normal map (baked in Substance Painter). I have tried triangulate both lowpoly and highpoly models before baking, changing UV seams,…
(#2) Blaisoid - I think you're right, but yea it's definetely the result of a high spec setting + bloom to emphasize specular contrast, so I'm gonna dial that down. RailbladerX - I've actually seen Van Ryzin's work before, I was using it as reference pretty extensively during the course of texturing this asset :p However,…
Hey MrBFox, targa was exported as 32 bit, not sure about alpha is luminance, i'll have to look into that. I started working on some ground/grass/background stuff. First I made a quick and dirty grass to dirt transition. then i made it into a strip and extruded it to test it out Was pretty happy with this, so I added some…
@APiotrW : Yer definitely a good shout, I will be adding some unique details with decals, I also have a dirty version of the plaster which I have been blending in but its not different enough from the normal plaster so this should help when I redo that material. :) @hold: Yer I might open up some of the roofing and put…
One of the big difference on next gen enviroments is the 3dness. Yes, a building has always been 3d, but now you add depth to that. You sink in the windows and doorframes, and you extrude out the windowsills and shutters. What passed for an environment on the PS2 is more likely to be the LOD for the environment on the PS3.…
@ToffeeApple Thank you so much for the reply! I'll try getting a more dirty look to the roof to try and show some aging to the barn, as well as trying to tone down the brightness a little bit so everything doesn't look SO blown out. Looking back at my substance file for the barn itself I think I'd also benefit some by…
Gotta agree with Scott.....your not done with your textures. Models and composition look solid, yet the texture work looks like you applied a uniform grunge/damage map to the whole thing. The uniform crack texture applied to the gray retaining walls in the first image is an example of what I'm talking about. As nice as the…
Just like you would for any other normal map bake. I don't understand how this is really that different? Are you concerned about the stitching detail not being readable after baking? A non-hero asset like this would get a 512x512 map of its own, tops. So then you would want to mirror and overlap UVs significantly to…
Nice work but I must point out few issues: The textures seems to be very flat on other hand, to grainy/dirty on other hand. What I mean placement of the dirt is not really natural. Both of this issues can be caused by lighting, I can't say for 100% without just look at plain texture. You should also put more details on…
I justfinished talking with two people here at work that use them as chairs going on 3 years. They have very nice posture but they say they always have sat more or less correctly. They also agreed it takes some getting used to, especially if you are a lazy sitter. It is still possible to hunch over but its not as…