you seem to be looking right down the flat tops of your hair strips. additionally it appears you're running unreal and probably the builtin hair shader which has a way of highlighting planes. if that sounds about right then not much you can do apart from reshaping the strips, making them messier and angling some of them…
Hi, nice model. If you are making the low poly version to project a normal map on then it shouldn't be a problem to have tris. I think quads are only necessary for subdivision or (organic) animation, cause you might get some weird results. On all the flat surfaces of this model you can merge most of those vertices…
Phase 6. Expansion Many different ideas on flow and blowing out the old borders of the image, I go a bit insane in this phase. Everything is generally ramped up, the phoenix chamber is now a giant tower. Pushing more Peak-like elements of cliff side narrow walk-ways and a spiral. Phase 7. Make it a space castle! I was…
This is probably a very noob questions, but when writing compute shaders, is it better to pass your data in as a struct in a single StructuredBuffer or as multiple individual StructuredBuffers of floats? Here's some examples: struct Data { float DataA; float DataB; float DataC; }; RWStructuredBuffer<Data> MyData; or:…
I think this needs an AO pass in the pp, a lot of the objects dont look grounded and look like they are flaoting in the air Also I think that that bulkhead near the exit is too bright to the point where you cant see the lamp itself
10k polys LowPoly 300k HighPoly UV maked in UVLayout in Marmoset:(standart settings) In Substance: (standart settings) UV's: Importing OBJ version of model to Marmoset lead to crush of program. What can i do?
I have no idea of how to unwrap a UV map in Wings3D, but from what you describe what Wings3D tried to tell you was actually "define your UV seams first before unwrapping it". So basically you need to separate your closed object into several UV island (then stitch back some necessary part to reduce the seams as much as…
If you are using max you can get a plugin called Advanced Painter from Scriptspot.com. This allows you to pick seperate object such as a bolt and use that as a brush. Then you select the model you want to 'paint' bolts on, select advanced painter, select scaterer or randomizer, select the bolt as your object to paint with…
Metalness is just a constraint on specular values because artists got easily confused in the beginning. It's honestly totally unnecessary now, IMO. Internally (in a shader) it's another way of doing specular. There is no such thing as a colored metalness map. That's the whole point. It replaces specular with whatever is in…