It looks about right to me - in the first image the sun is on the other side of the platform, and the only light on that side is reflected from the floor. In the second image the sun is behind the camera and is directly illuminating the mesh. Look up a guide on optimizing your lightmap UVs, when you're working at such a…
Optimizing a UV map by packing means that each UV island is going to be scaled up or down depending on it's relative size to the surrounding islands. Packing lets you maximize the amount of pixels you can fit on an island which increases the overall texture resolution for your mesh. I can post picks if you need me to.
Well, the 2nd map doesn't need to be edited to work with alpha test, which just applies a cutoff value so any pixels darker than that get cut away and any brighter become solid. Without the shader though, you can't be sure how the maps were used. Can you extract a shader?
Cool, thanks for the ref. and clarification :) I will have a play tonight and see what I can come up with. As for the differences between Spec and Gloss... * Specular maps control the strength of the highlight (higher values/brighter pixels give a brighter highlight) * Gloss maps control the width/falloff of the highlight…
Ah.. yeah that's one way to do it. =P I still would avoid using that method though, especially if you are trying to make pixel perfect textures. As you would need to bake, and thus the textures get resampled. Correct me if I am wrong. But that shouldn't be much of an issue if you are working with photo sourced textures.
Also the material editor thumbnail may not always be the best representation for your textures, especially when dealing with Landscape UV coordinates. You could be looking at only a few pixels scaled up in that thumbnail. For the best representation, use the Base Color viewmode from the G-Buffer or just remove the…
Short answer . Not really. Substance is good at a lot of things but there's no way to construct a legitimate voronoi or similar pattern. Anything that requires iteration or knowledge of what all the pixels in an image are doing is effectively impossible I suspect it would be possible to get something 'like' what you want…
that's not the point of his post :) and you can make a cylinder look round with 5 sides, as long as you're smart with how you hide the end edges to make it look higher poly, and a rope will be what...10 pixels wide max on screen ? Just because you can add more polies doesn't mean you need to :)
-Either lightbox or a vertical reel of images that are around 1000 pixels so they don't require zooming. -Show your work as quickly as possible in the fewest amount of clicks -Keep it crazy simple -Contact info easily recognizable Just mail me whenever you do up some newer versions of the site and want some feedback.
@Wendy de Boer - hey, Im not telling you to follow my crude paintover by the pixel or anything, it was more of a way to show what I mean. He just looks very human from the side view and not that orcy, thats all. :) even that Steve Wang looks very different then your side view actually.