Four ideas spring to mind: Idea #1: Try multiplying your two diffuse maps, instead of adding them. Idea #2: Try adding your two diffuse maps, and then subtracting .5 from the result. Idea #3: Try adding your two diffuse maps, and then dividing the result by two. Idea #4: Experiment with different blend modes in Photoshop.…
Gamerankings lists it as released so it should be out in the US as well since they only list US releases. I've played the demo and didn't like it, if you subtract the uncommon visuals (well, uncommon for the big games we're used to, every second indy game these days uses that abstract style) you're left with a stupid…
We do have Substrate coming along within UE5 that seems to do a good job addressing the metalness issues, but not sure if it does anything to addresses the specular/roughness/glossiness problems.
There is a contest at my school to make a megaman boss in your own idea/concept of them. I choose Iceman. And here is my version of him. I'm at a point where I don't know what to add/subtract/change/fix. I was wondering what you think. I'm still working on some parts here and there. Also this is my first real character.…
Hello gurus and guruessessss. Quite a newbie question about zbrush; I am working on subd level 5 and trying to get a lovely clean sculp - however as I scrubbed out and remade the face, I am getting a lot of creasing and stretching as below. I can't go to a higher subd without my computer breaking and I am wondering if…
Use the existing geometry on the cylinder walls as support loops. Block out the subtractive shape and adjust the segment count of the cylinder until there's sufficient supporting geometry and the subtractive geometry lands between the edge segments on the cylinder walls. Add support loops and merge into geometry that runs…
Not sure if anyone noticed this yet but what i found is that since my gloss map was the one always cutting off, there had to be something there that was causing an issue. I went in and changed a layer's blend mode in substance from subtract (as stated in the error text) to multiply and it exported fully. Though i still…
The bottom right has the math to extract my two masks. I subtract .5 to pull the 127 to 255 range (really .5 to 1) down to 0-127 (0-.5). Then I multiply that by two to stretch it to 0-255 (0-1), then clamp it in case any values were greater than 1. For the other mask in 0-127, I simply multiply by 2 to expand it 0-255,…
it's a rather easy effect. what you basicly do is blur the image, subtract the blurred from the original to get the difference and then add it to the original again. marked in red is the "optional" mask part not gonna go into the blurring algorithm since it's just the same scene texture offset once in all 4 directions by 1…
is hard edges really important? lets assume its a normalmap based workflow, then you place hard edges where you have UV seams, otherwise you get shading errors. So i guess the only info you need is the verts on UV seams? i mean yeah you can find both and subtract them from one another, but i guess only broken meshes would…