Hi, Is there a layman explanation somewhere that explain how Emission / Emissive map affect the rendering of an object using common PBR implementation? Let's ignore how emission affects other objects in the scene, that's Global Illumination's job, I kinda want to understand how does it affect the emissive object itself: is…
Hey all, How would one archieve a result like this using Unity? https://www.youtube.com/watch?v=tCtBiaYDJzc It seems the rocks and the dirt have been pretty well blended, could it have been vertex paint or with one map a result like this can be archieved for big islands? Wich workflow could allow me to do something similar…
For the Mari knowledgeable Where can one add a New Shader Module when working in Mari 2.5. Im doing a tutorial from the 1.6 era and im asked to add a "New Shader Module" namely a "Masked Diffuse Blend" where can i found this in Mari 2.5 ? I googled the subject but there ain't too much info around. Anyone knows, thanks ?
I've always wondered what Leona would be like if she never joined the Solari, or basically just how she would turn out if she was never the Chosen of the Sun. (Of course, I also know, she probably would've been dead if she was never blessed.) So, here's my go at designing a skin for my beloved sun goddess, wee.
Hey everyone I just finished my latest environment and would love some feedback :smile: . Here is what inspired me: Here are the progress shots: Here are the final shots: For some reason, Xnormal wasn't giving me correct normals and I couldn't figure it out in time. Looking at it with fresh eyes, the Temple texture could…
Okay, it looks like you're right. I've done three tests. The first, I removed all the hair from the sides and back and just had it on top. That baked out correctly. Then I had one where it was just the sides/back - that had the same issue... And then I had the top and just one side/back. One side baked correctly, the other…
You should google tutorials on how to do scale-aware tiling or just use a triplanar for a normal detail level, aka blending the unique uv texture with a tileable texture scaled down. Edit: here you go https://answers.unrealengine.com/questions/67015/tiling-texture-scale-based-on-actor-scale.html
A Morph Target should be a quick approach as it will let you use the morph brush to isolate just the face area. If the pose is extreme and the head is no longer in the same area then you may need to first add the original model as a subtool and adjust its position it so that it's head is where you want it to be in the…
I find doing the above is a good way to start. I then stitch it back together and try to preserve proportion as best I can - max has really powerful relax tools which help blend the shells together. I try to avoid too many shells as it can have an impact on LODs
i think in this case, an alpha test (instead of a blend) is totally worth it for the pendulum. from any distance further than your screenshot, those polygons are going to be like pixel/subpixel size, so theyre eating up more resources than theyre worth visually. use a plane with and alpha mask.