Hey guys, does anyone know how to achieve this ,,pyramid noise" ? :) I was trying to do it with zbrush surface noise but was not successful. I want to bake it to my normal map. :poly134:
I'm making NES.When creating a normal map, the noise shown below appears.I checked the polygon, UV map, but there is no problem.I use a work wear set, but there is no noise like this.No anomalies with AO or other maps. I'm really crazy about this XD ;;
Rockstar Games team up with Australia's own Team Bondi to create this beautifully animated master piece of a game titled L.A. Noire. Props to go to my mate Jacob for hooking me up with this. More after the jump. You may be thinking... What? Another GTA clone? Maybe so, but this 1940s detective thriller looks like it could…
I've been working with the "noise" node many times in Unreal because its very useful for quick iteration or high quality output without flipbooks and whatnot, however there was always a big limit for me, which is the not exposed parameters, so I decided to make some material functions encapsuling hlsl custom nodes, which…
Not really a 3d topic but Microsoft buying out Nokia? http://www.smh.com.au/business/world-business/microsoft-to-buy-nokia-mobile-phone-business-20130903-2t2fl.html
Thanks! That makes sense. For now I’m not trying to make a fully functional live portal to another level. I mainly want to fake the visual depth and make it look closer to the reference. My current setup is pretty simple: * one separate plane/material for the outer ring, * one plane/material for the inner core, * both are…
Hey guys, Whenever I import a custom texture that has either low saturation or is very dark, I get what I can only describe as image noise, like when you take a digital photo. The noise doesn't show up in either the texture preview within CryEngine or when I open it back up in Photoshop, so I'm assuming the exporter is…
Hey guys. I was wondering if someone could explain why this noise is showing up on this alpha texture pictured. I've went into photoshop and sampled all over the place and the most it ever changes is like, 1/255th once in a while. For example, one spot is 167, then once in a while I get a 166. So pretty much the same…
Hello everyone! I'm stacked finding out a reason of incorrect surface noise(with alhpa) The mesh has UVs and imported from maya. I guess that the topology affect the way surface noise works. but on the other hand it shouldn't do that. Help find the reason out, please. Thanx in advance!!!