Well. It's more limitation of how decals are implmened in what I'm usign right now (but I can't talk about it yet). Because none material tweaking I tried helped. it's issue of how decals are blended into underlaying surface.
Currently working on recreating in 3D Anastasios Gionis 2d Illustration of the demon hound. Currently texturing in Mari 2.5 and planning on rendering usign V-Ray. Any comments or suggestions are welcome!:)
personally if i was usign the metalness workflow for that i would declare metal in the metallic map, but lower the discoloued parts in the albedo/reflectance and colour them there. I find these are cases where the metalness workflow gets to be a pain in the ass, since you got no way to manage reflectance and albedo at once.
Have you opened any of the links on that page? The first one is a great example. You need to plan which textures you're going to use. Brick? concrete? steel? etc. You can put them all on one texture (saves on draw calls, see the Ensign Tavern) or you can make each one a different texture (see Modular Mount & Blade). Once…
I have a few question: i'm thinking of usign Unreal Engine 4 for the rendering, i'ts possible? If yes, can i use particle effect (counting as part of the pedestal)? If i made snow on the pedestal, for eventual snow (made of separate mesh) on the character which polycount (and texture set) i have to follow? Thanks in…
i have run into a problem and cant find a solution.. the shadows for a mobile device.. i want to build a corridor which has a few light bulbs hanging from the ceiling and they are swaying back and forth.. i believe i can make that as a canned animation (the bulb sway.. ) but the light has to be animated right and the…
Moof, the nausea is caused by the first exposure to it What we were told when usign the occulus was when you first use it dont go over 3 to 5 mins. You ahve to get acclimated to it. Even after the 5 mins I was a bit quesy but it went after about 10 mins. Also dont move in weird jarring ways when trying ti out for the first…
Will have a look at that (thought that could not align the object to face normals). I used the fallof for Displacement but didn't thik about usign it with fur. What you mena with your PFlow statement? Using fur and combinign it with a PFlow or did you just point out I could use the distance blend for PF aswell? I still…
So I finally managed to create me a shader newtork in maya which promotes a seperate glassmap to control the intensity of the reflected colormap for each pixel. I found it strange, that the software renderer from maya takes the specular color to control reflectivity of the material. Instead when usign the hardware renderer…
@popngear: mhmmh, many have said that i need to bevel it....so now i did, and i glad i did. But the thing is that brick buildings doesn't have a bevel. Well..okay i will use my old teachers mantra "There is no such thing as a 90 degree angle" ; ) Because now it looks alot better with the bevel. @glottis8: The orange was…