Do you know of any videos like this ? I'm trying to follow this but when I have the paint layer nothing happens. I need the little circle that is half orange and a bit of green to go to the color ID for green. When I paint in the side ports folder which is green nothing happens
I don't know if there's anything else to take into account, but the first problem is that the green channel (I think it's the green) would have to be flipped first. Can either build it into a shader in Maya with a reverse node for the normal's green channel, or just invert it in photoshop. And that is the extent of my 3ds…
You know, looking closer I can see some warm light coming from the fire, but the overall ambient green light makes it seem as thought the fire is emitting a green light. you might want to make the fire light stronger and tone down whatever is making the interior green...in my opinion...
You need to invert the green channel (commonly refered to as flipping) as Xnormal bakes Green/Y Axis in the opposite direction as Max or UDK expects(you can adjust this with the swizzle setting in Xnormal). In your screenshot, you're not only getting seam issues, but the lighting is totally broken, which means invert green…
it's the shader's fault. try flipping the red and/or green channels, the problem is that the normal map is being rendered with Red+ being right instead of left, or vice versa, and/or Green+ being up instead of down, or vice versa. Looking at that it looks like you'll need to flip both the red and the green channels to get…
So I am really liking the new peel tool, but I am having a problem with the seems. So the green seams are automatically generated when I add the uv mod. I hit edit seams and I am able to add the blue pelt/peel seams, but I can't delete the green seams already there. Is there a way to reset the green seams? or delete them.…
The models are solid and the concept great. However, as other have mentioned, the scene's weakness is the lighting. Try getting a low-intensity DominantDirectionalLight in there. You should also think about your general colour scheme with lighting too, as currently, there are too many things going on with the neons. As a…
Hey guys, thanks for the help. I'll have to post my normal map later, but right now I'm headed to class. [ QUOTE ] When importing your normalmap into UE3 make sure you have the CompressionSettings set to TC_Normalmap - this should stop the seams problem. [/ QUOTE ] I set the compression to normal map, so that shouldn't be…
I think that's a really nice scene! As for some critique: The lighting is more interesting and works in general, but due to the layout of the scene, it's still pretty much head on, washing out the normal details on the house. The colorful bounce light on the surrounding houses is neat, though. You could try how it looks…