Thanks for posting kitteh! I adjusted the grpis as well btw. Hope they look better. Ill see to the smoothing error tomorrow. Didnt notice it myself untill now. ^^ Thanks for posting the pics. Will adjust tomorrow! :-)
Yea, I think it's gonna be a fine line to walk. I think it's gonna be a little bit of trial and error to get it perfect but I'm not averse to that. Thanks for the feedback! That's the kind of stuff I was hoping to hear. Cheers.
After a bit more trial and error, it looks like the shader is only affected by the directional light, not spot lights or point lights. Looking for a way to remedy that now. Any additional insight would be greatly appreciated
Hi guys I need this solution badly. I did steps exactly the as said but when I click "Pick Surface" and then pick NURBed sphere it returns an error which says "Unacceptable NURBS Surface".
Lowpoly model in Substance painter with a bit of error with their baked maps... Needs to be addressed. However apart from that, texturing is going smoothly... trying not to hand paint it too much and rely on the id map for colour reference. :)
What's the process of adding in custom png's like this color swatch? I tried loading in your script but it wasn't working. User error I'm sure. Figured I'd just try making my own.
Make sure that any displacement maps that you export have at least 16-bit quality, the default 8 bit quality doesn't have enough resolution to produce accurate, error free displacement maps.
You dont have to make a cage, you could use the ray distance calculator in the tools section. That and use blocker files, which are planes, generally used on the fingers to stop these kind of ray casting errors.
If you're planning on baking some of those smaller holes into the low-poly, I'd make sure to cap em, unless you're going to model them in. It may cause some errors when baking down
Uh, where are you getting that error? You can just select the UV set in the UV editor and do "Delete Current UV Set" (you can't delete the first set though I think).