Ok an N-pole shading error - (a vertex where 5 or more edges meet) which forces Blender to average face normals across different angles, causing dark spots or "pinching" artifacts when using smooth shading. And here's a few options that may resolve the problem 1. To fix the Normals and Smoothing often, shading artifacts…
Joeriv they just looks weird. Like no rocks, but something with rock texture. But on the enviro, they looks ok. (sorry for english). Maybe if you want, try something like this: http://1.bp.blogspot.com/-2M9tpayM5oc/UJ8GWaehENI/AAAAAAAAAFw/SYOZBhFcByU/s1600/rocks.jpg…
To flip individual channels, hit the lil cogs icon next to "Normals" in your last screenshot. Y should be green unless you're mistaken. Please be patient while I practice my gas lighting effects. As for the idea itself of using non-square textures generally, TIL it's no longer a bad idea to do as long as you stick with…
I think that the textures are really nice for the docks, they are not too detailed but still read as bricks. It might be nice to introduce some AO as there is currently a really hard cut between the different meshes. The Megascans you used for the rocks are a bit too noisy. It might be nice to stylize the textures for the…
I've just discovered an interesting issue and curious to know if this is something happening locally on my machine or others have also encountered the same problem. The issue is when I lock a properly weight-painted layer, any adjustment made to the next joint's weights manages to slip additional influences back into the…
Yeah I assumed it was Jessica Dinh inspired haha xD... but if you look at the forms she's gone with they don't really connect with eachother, each rock is it's own piece and they cut into each other as the one you've painted kind of connect like stairs... so perhaps just break it up? Also I believe the original texture she…
Rocks! Pretty simple rock set. I didn't want to sculpt in too much detail, as I will be painting variation and imperfections into the texture, so kept it purely angles and cracks. These can be flipped and rotated to create all of the shapes surrounding the spring. Next job is to sculpt the ground plane. This will be one…
@CB_Productions yea I think it's coz of the reflections I'll make the rock part a bit rougher and hopefully that will help with that. Well its the actual area in the desert so I have that and I've got some references for the stuff I plan on doing as well such as plant life and some buildings also going to put in a train…
mikef: fuck the haters, they love poop and dicks ;) the problem ihave with ur pile of rocks is that they don't seem to be piled but 'fused' together. if that's the look you're going for, cool. the forms remind me of rock candy, so texturing them as crystalline might give them believable function to form, in my eyes. but it…
Hi all, I have a few questions around building and using modular kits for environment layout. 1. How critical is it for a modular environment to be fully closed off? Meaning, all assets snapping cleanly to the grid with no protruding geometry outside of the layout of the scene? In cinematic work, I’ve often prioritized…