Bent normal and Object space are the same thing, or did i miss something? I understood it like you don't need hard edges anywhere in your workflow if you use Hp to convert your OS to TS. Here's the files Alec if you wanted to take a look. https://www.dropbox.com/s/67jaryzaoblhjxv/test.rar This is my normal map with hard…
nice start on those materials. However I think the modular approach to the rocks won't pan out as well. There's just a bit too much "blockyness" right now. Check some of the stuff posted for rage recently. Try modeling out the majority of the rock faces by hand and using the modular rocks to fill in spaces and add extra…
Thank you , i did it with different way. I select the two polygons which shares the edge that i want to remove seam and i reset peel. It cleared seams and then i add seams i want and peeled again. If i need to fix just straight lines stitching could be faster though. And one more question; is there a way to see streching…
Hey Rikrok4! Are you using metallic or specular workflow? I'll assume metallic for now - For the reflection material, simply create a color layer, and give it a black Albedo, a metallic of 1 (white) and a low Roughness of 0.1 - 0.2. This should give you a great primer for a reflective side mirror. As for…
I've sorted the normal issue. It was normal behaviour as the layers add their normal to the one below. I did that manually as a hack. What I'm trying to get an answer on is how to better use hand painted masks. These two questions specifically.... How do I copy a hand painted mask (for the material group) and apply it to…
There's been support for POM for a while, my dude. Just add a ParallaxOcclusionMapping node (you don't need that weird workaround with projected UVs at all) and you're pretty much set to go. Here's an example of it in action (not the prettiest just a quick test I did a while back): You can see the simple shader setup for…
Sorry for not posting in a while. Here is an update of my completed model. And some topology orthos: I still need to texture, and I will redo my Uvs (most likely), so i'm fairly far behind. But look on the bright side! I did this rig with IK to FK blend on the arms in 1 day! (and it works!) Just going to add some more set…
rofl what a dumb, although hilarious looking show. dont they know that company's hire QA people up by the dozen? at least when I did testing for SCEA for a summer they would hire anyone that had gaming some gaming knowledge and knew how to use a PS2. they make it seem like some glamor job that is hard to get. they have…
@Benvox2 thanks :) I would definitely add colour variation as well as size variation. With the trees I would make the leaves on the branches slightly bigger although it might not be 'realistic' it will let you see them better and will be 'believable' which I think works better most of the time. Also did you change your…
I did a hires sculpt, but i am contemplating redoing the sculpt and adding a lot more detail into it, i am working on trying to make the pieces look more metallic, i have changed the materials from lamberts to the mental ray materials and am getting far better results and more materials. The red on the front is meant to…