Anyone know how to fix this? I have alpha map hair applied to my character. Its fine in the viewport, but when i take a screenshot i get the results as seen below =( I've tried the differennt blend modes and thought that might have helped. But no luck. Anyone know the fix? =)
Detailed and realistic model of a toy train made exclusively in Blender. The model consists of three different parts, one for each wagon. You can find it in three different formats : Blend, FBX and OBJ. http://www.turbosquid.com/FullPreview/Index.cfm/ID/1030213 I hope you like it. Thank you very much !! :)
By short grass, I'm thinking that your referring to the ground texture? In order to get the ground texture looking properly again there is a lot that goes in to the shaders and materials. I'll post a couple of screen shots. but basically there is some moderate amount of tessellation going on based off of it's height map…
In my experience a facial modeller primarily deals with creating morph targets/blend shapes to be used in facial animation. Not to be confused with a character modeller/artist which would normally be the person to create the base asset first. Obviously there's bound to be plenty of overlap between these jobs.
I'd suggest making a tiled sculpt and extracting textures. Then use modular design to reuse parts. Many articles here http://wiki.polycount.com/wiki/Modular_environments Plus you can add localized variation with texture blending http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending
I love that courier, it's so well-made and has style oozing out of it. One thing I'd have to suggest is modifying the colour scheme so that it stands out more from the green grass because at the moment it kind of blends in a bit too much.
It's theoretically possible to use the detail normalmap to load in your wrinkle map, you'll need to mask it off using the detail weight channel as well though. And as EQ mentions, we don't support animation or any kind of dynamic wrinkle map blending yet.
This is looking good. Can we get any closer shots? I feel like right now the terrain feels like it could be a bit more varied in the middle areas. Feels like it needs maybe more of a blend of rocks into the snow from the mountains.
I must say: God bless Skyerzz's soul because the color improved a lot adding the new lights. I think there's a main focus on the screen and that will help when "reading" the image ^^ Thank you so much everyone for the comments, tips and support! ^0^
you've generated your normal map from the normal node haven't you? This takes a Black and White image input, or a height map. If you're using normal blend (or combine, can't remember which) anywhere in the graph try setting it to High Quality too.