pls guys i need your help i have been a little bit busy working on a short film, this is a character am currently working on. i used advanced skeleton to rig my character, everything has been working very well but the facial blend shape is not smooth and when i try to paint the weigth nothing happens does anyone have any…
Hey, I suggest you google for up close refs of copper with patina. The mix of patina with copper seems to be very random in your material. Also the height information is procedural and unrealistic. Try blending various noise generators to produce that metal corrosion. The copper seems to be either fully rough or semi…
I imagine they do something similar to what Zbrush does behind the scenes and have live models be the only ones that are currently interacted with and then those little spheres are heavily culled on the interiors when they blend together. Cool stuff but performance wise I couldn't use that thing. Dropping to powerpoint…
@sprunghunt @Kanni3d Sorry im not sure how to reply too people, the post above i can see them fine inside substance using "PBR-Metal-rough-with-alpha-blending" the issue is when the map comes out it just doe nothing? i put it though the gray channel an it came out like the picture you see above
nyx: I'll get to uploading a UV sometime today, the green/red around the edge of the normal map is where I overlayed the second layer of normals (from crazybump) following poops tutorial to make the blue channel half and then blending mode to overlay. The edges are where there is no original bake (no UV) and I have just…
Alpha's not going to cost anything because you'd use alpha test not blend. But unless you are making Wheel Wars in Cylindertopia these are going to only ever be a fraction of your scene. The tri count saving is so small that the extra texture space you would take up and the faffing around matching the circle radiuses make…
If I'm not mistaken this is a common problem when your texture is heavily repeating. The further away you get the texture has trouble averaging the color. I remember this happening pretty often playing PS1 games. I could be wrong on this but it's what it reminds me of. Try and throw a decal or some vertex blending to break…
If the vertex order is the same (meaning for example, that vertex # 2134 is in the same spot on both meshes), then you should be able to store a morph target or layer on one Tool and then import the second OBJ over top of it (not as a new subtool, but by using Tool: Import to update the existing model). The Morph…
Yeah, that's an aspect I'm thinking of going further with. I was thinking I could possibly do a vertex blending effect with both rust and moss. On top of properly aging the cars, it could also differentiate them some more by varying the ways I paint them. Anyway, here's a look at some of my tiled texture sets, all made in…
Finished modelling the air vents that will go on the side of the building. [SKETCHFAB]8217789e396d40318f0cbe7b5c02efc8[/SKETCHFAB] managed to get a working vertex shader working for the wall but the final result is not want I want as the texture is not blending correctly with the bricks and needs tweaking before it is…