Trying to jump in quick to show off my recently learnt knowledge :p But is it because in your Pixel shader you have your lightDir calculated with "light1pos" to work out the light vector, when in fact you need multiple passes for it to work out each individual light and blend? Or at least have LightDir2 with light2pos if…
The stomach is looking a bit flat at the moment, the 2 fat folds under the pectorals are a bit linear. Round them off and give the underneath one a bit more bulk than the other :) Also seperate the bottom of the stomach from the groin area, the stomach should hang over the groin area and not blend into it as much. Hope…
rectangular box with bottom faces deleted. tho i may have to change this as it doesnt match the concept very well as its too blocky :( edit: this is uv 1 and uv 2 for light map which i used my mask on to blend to cracked version of my texture and im sorry for the image spam everyone else :(
Ok, guys: updates for my small enviro: And now I want to do some texutre blending for the ground. In the middle I want to do a road, but I don't how to do that on Unity. I try Simple vertex color painter from asset store, but it's doesn't work for me. Any help would be appreciated.
Awesome work dude! I love the tangent space joke. Would be great to see some breakdown or wip images. And the only other thing I can say about it is that the legs of the robot seem to blend in with the rocks abit, some algae on the surface of the rock might help define the surface more. Again awesome job :thumbup: .
so to start I need an advice on how to blend this two shapes together (first two screenshot) then I am not sure if the general topology is good because I have two pinches on the half circle due to the change of the flow. (last screenshot) here is the obJ file: https://dl.dropboxusercontent.com/u/14559238/Model_HD_06.obj…
If it has not yet been mentioned, alternatively, you could bake both averaged and non averaged and blend them. You'll get the edges from the averaged bake, and the surface details of the non averaged bake. https://forum.allegorithmic.com/index.php?PHPSESSID=n99ulrf29qajj6jcspqtidk4u3&topic=12713 Doing this of course still…
It's getting hot in here The Blackbody node is pretty useful, used it for the new lava shader.. which is a blend between the pillow basalt and its lava variation. Used Substance Designer for the base textures. I also made a water shader for the WIP background cave(again Substance Designer). You'll probably never see it,…
Realistic Mowed Grass - ideas? Ryse Moss Tutorial Also check out Alec Moody's vertex blending example. Looks to me like no transparency, just texture splatting http://www.polycount.com/forum/showthread.php?p=1899830#post1899830 also some more tuts/examples http://wiki.polycount.com/HairTechnique…
"Remember no matter what method you use, a low poly cylinder shape with a normal map will never ever look good from *all* angles, but generally this will cover you for most angles - better than the wavy one." What if you set up a shader to blend between two normal maps based on camera angle?