This definitely sounds like mipmap settings. Do what Narticus did. As you move away from it the textures are changing to lower res versions based on the default mipmap settings. Since its just a portfolio piece you can maximize quality over performance.
Oh word, is this true Substance only though? IE Is something like the designer hbao node have no tonemapping applied when its rendered to texture? And is that true of Xnormal or Maya etc? Seems that that would be as dependable as saying normal maps are baked in DX orientation by default no?
Are you viewing the results in max? if so, be sure to set the bump map strength to 100% instead of the default 30. beyond that. turning on super sampling can make for a nicer result. Also, if you're not planning to add anything else to that texture, there's a lot of unused UV space.
zbrush has smoothing , but no proper tangent. dont expect to get good normal map if you use zbrush obj, either marmoset or pixologic hopefully will fix this issue now regarding to UV, you need to turn on merge uv in zbrush in tools, ( should be on by default )
Hi Guys, I've just signed up here... hi :) heard I should drop a link to Gumroad tutorials here - I released one last week and thought it was cool they are collected here. https://gumroad.com/l/rgEb?fb_ref=Default Cheers, Mike
Thanks Poop. We've been working on #3, but had to put it aside for the time being to get other things going. The artists here are really itching to get that in. KDR, that's cool. Have you figured out why seams appear on the default Doom III models?
Sounds like a bug... sounds like you just needs to restart the app or something, I've had some strange bugs with CS4... There's not much trickery with the snap to grid function... Check if the workspaces has anything to do with the bug, Window > Workspace. Try the default one.
I always bake my AO with just the scanline renderer, mostly default settings. I place a skylight, set it to cast shadows, raise or lower the bias for bigger or sharper shadows, then do a ShadowsMap with render to texture and paste it over my diffuse set to multiply.
hmmm even with the turn around I still say you can add dinks and kinks to it alot more than what your pushing, default lighting or not. It needs just a bit more OMPF to it (similar to dawn of war characters if you wanna get the idea)
make sure mental ray is using "maya derivatives" in the preferences, otherwise it will display your normal maps badly Again wheeling out Paul Tosca's image, it seems people hit this issue twice a week, maybe they should just default this option to "on" in Mental Ray...