You're getting the jaggies because of the lack of divisions for tessellation. It still requires a lot of tris/vertices to get smooth results, but even with a good amount, you'll get some texture stretching in the areas where it was displaced. For the heightmap, especially for bricks, I'd just do what you had originally.…
Sorry. This is my first import as you guess :) I do not understand what resolution i hawe tu import 128x256 or 128x256 x 4 = (512x1024 sourse image. As is specification. We author source textures 4 times larger than the in-game size for painting and promotional purposes. E.g. a typical weapon has texture resolution of…
That sort of layout can lead to nasty aliasing at the seam and I'd generally advise against it - especially in production where mipping and texture compression play havok with your carefully created maps. In the case of the grenade body I would map it cylindrically and then fix the vertical distortion as much as possible…
You should try to keep your UVs more squared. A lot of your islands are just barely rotated. At higher resolutions it doesn't make too much of a difference, but its still good practice. Keeping your UVs either at 90 degree angles or 45 degree angles makes texturing easier and also helps with aliasing while baking normals.…
POM is Parallax Occlusion Mapping, a technique that fakes a displacement effect in the pixel shader instead of doing actual geo displacement. Substance uses it by default when you have a height output with the OpenGL renderer. IMO, using an AO map would help these. With many PBR type game engines it lets the light get into…
I have a normal map in place but am getting strange artifacts. There are black outlines on the high poly details and also a pixelated "texture" of sorts with hard warbly lines across most of the surface. I applied a blur and there was no change in the problem so it isn't the normal. I also changed the file size and there…
What, the hand-authoring in grayscale and converting to tangent space? It's perfectly acceptable for hard-surface work. We used it extensively on FlightSim 10/11, and it's much more time-efficient than modeling tiny nuts and bolt that aren't going to be more than a few pixels anyway. It has its drawbacks, but it's an…
This looks like a really cool idea. Unfortunately there's something wrong with your thread, it freezes Chrome when I try to scroll down. I think it's because your bottom image is 10,457 pixels wide, and the browser is taking too long to resize it to fit the thread width. I'd recommend scaling down to 1920 or less width…
I might be wrong in this, but couldn't you use the World position node to match up your textures? From the docs: "Common uses are to find the radial distance from the camera to a pixel (as opposed to the orthogonal distance from PixelDepth). WorldPosition is also useful to use as a texture coordinate and have unrelated…
i will do a video soon.Do you know some good and free video capture soft? mlichy : yes you can use it also as postprocess to fix normals, but if you apply it from the beginning you rarely have something to fix and the overall quality is better. A curvature defined by model normals is in floating point , normalmap is based…