You could try double checking the UVs in that area to make sure that they're within the 0-1 space and that they don't overlap with any other faces. If that doesn't sort it, please email us at support@marmoset.co, with a copy of your scene file and high and low meshes and we'll take a look at it.
Thats because of the lerp (0,0.5). If you would replace the 0.5 with 1 or change the if to output 0-1s in a way that is ideal for you, you could get rid of the lerp and the adding with itself. If you would change the lerp to be 0,1 you could get rid just of the adding with itself part.
Get your UVs packed into 0-1 space. Figure out how long in V that section is, it'll be some decimal amout like 0.2234512blah. Divide 1 by that V value, then multiply the result by 1280. Now you have the size you need to make your entire texture.
Slow worker uh? i guess that makes me the slowest ever =0. If you decide to get back to it, i'd revise the anatomy of the upper leg, the muscles aren't quite right in front view, it still works tho . But damn for 2 days i have to say well done.
Thanks stev, to be honest the normal smoothing was at 0 so maybe the overall albedo is killing the normal. I consider maybe strenghening it in ps, will see how it goes. anyway here is some lighting tweaks, since im overseas for two week i dont have much time to work on it !
@cptSwing: You're true; the blocking process should work, and I tried several time (http://uppix.net/7/0/7/33a589eb94b1fa1b7891fb54c4828.jpg), but it seems to be more complicated that I expected. I have difficulties to visualize this specific part because I don't want to differ from concept.
Only thing I've bought so far is Marko's DVD from conceptart.org. which is for myself. My brother and I have a comp to see who can buy the most things for the other...with a budget of $50... http://www.customflix.com/Store/ShowEStore.jsp?rtnPt=0&id=221650&isPreview=true
ahh found the remove water button ;p edit: Hmm nope it shows up again when i press generate surface texture edit2: the skybox is like 20k tris and the oceans is ~100k :0 can remove the ocean but i guess it would be a bad idea to remove the skybox.
Weird thing SD once allowed same -1 to 1 idea in 32 bit full floating which I considered pretty logical and convenient math wise . Then after one of updates it started to clip anything beyond 0-1 in viewport shader . Am I missing something?
it's better to use shape splatter imo. it's more up to date working in unrestricted floating point math allowing extra helpful outputs. Tile sampler is an inheritance from older versions. And you are right about vector input example: https://www.dropbox.com/s/7plbykytb3jziz1/stitches_test.sbs?dl=0