update: so, deleting the materials from the shader tree solves the issue... however hiding them did not. I actually have to delete the material group. So although I now seem to be able to fix the problem, I'm still no wiser as to what was causing it really. If anyone knows please feel free to let me know :) cheers.
Another small update. Just finished the low poly shotgun with normals. I'm going to make a few tweaks to the normals, and then texture it. I don't want to spend too much time on the normal fixes cause I know if I use more topology it would solve it but I rather keep it lower since most of the topology is on the character.
Doesn't Early Access solve the demo issue? It essentially automates a process of giving out a "demo" to people who pay a minimum amount to back the project. People get a demo to play early, and you're guaranteed not to drive away potential backers by leaving them satisfied by the demo. Win/Win. In fact, it provides a very…
Finally decided to jump in one of these and actually post. Here's my take on the gun so far. need to tackle to panels lines and metal on the grip next, then do more problem solving on the inside under that cover, right now there's just some frame the hammer and gear assembly mounts to, then clean up how the high poly…
Picture explaining the problem. The normal map is there to control the lighting. Ideally speaking your diffuse texture should have little to no lighting information, possibly very faint directional lighting to keep it looking like it has depth when there's no lightsource (shouldn't happen if your scene is lit correctly but…
Sorry for the double post but... holy mother of god... I changed the value 2.2 in "Input Gamma" to 1.0 via "Gamma/LUT Correction" settings after reading dozens of threads all around the internet related to this problem, and this solved everything. No seams! :D EDIT: Here is a bit of a proof of concept. Now it's going to be…
I actually never beat the game as a kid, that damn stone temple was too confusing for little me. I eventually beat the game with an emulator some time later though. Despite being confusing at the time, I always loved the dungeons in the older Zelda titles, sometimes it took forever to solve the puzzles, especially that…
http://www.scriptspot.com/3ds-max/scripts/ghosttown-lite use this... and replace their textures with yours... the video sux, (just get past that) but it builds whole cities in like 5 sec. Not too familuar with it, or if you have to buy it etc. I just remembered seeing it some where, and thought it might solve your problem.…
Do u mean increasing the final gather accuracy and point density?I did try to increase it and right now the render time is quite long.I will try to bump it up. Thanks. EDIT:I tried it.Didn't solve the problem.So I have turned off FG and decided to put lights in the scene.Problem now is the highlights on a transparent…
I previously went through and deleted any extra UV sets. The only sets I have left are the default Map1, which cannot be deleted, and the one you see here. Edit: I just attempted to copy the proper UV set into the default UV set (Map 1) and it solved the problem. Thanks for your reply MoP!