That's much better, cw - thanks for the good example! :) I knew execute seemed pretty dodgy... I've been out of the loop on maxscript for a few years now though :(
That is the old way to do it. The better way is found here: Method: http://vincentcallebaut.com/CombineNormal.html Interactive Example of why just Overlaying is bad: http://blog.selfshadow.com/sandbox/normals.html
muy bien AO influence on the texture could be a lot stronger imo, it feels very lacking and creates a CG feel. the cables on the side for example seem to just be floating there.
With a combination of distance and edge detect on a tile generator you can get something like your example. This video shows part of it. https://www.youtube.com/watch?v=f76shQFfqvI
Thanks for asking - I'm looking for someone who can provide renders and the environment (which can be made with prefabs for example to cut the costs). I need footage at the end.
Yeah I thought of that, but that is so far fetched just to get the thing done. How come there's no quicker work around? Could Xnormal bake using alpha for example?
Is not just for one modle , but for example..... A flat surface that has minor detailings like carvings or bump noise all over unless are deep they do not get. Considered much....
i like the idea ! how about doing some Mods ! for example Skyrim Mods or Team Fortress 2 ... but obviously its required some concepts artists as well !
Not sure the plaster would break in such a circular shape tbh; even if the hole is circular, I think the plaster would snap off at much bigger and sharper angles. For example;
ah great tnx for the example syncview :) i was trying to adress the pos function that way from my on Execute do but it wouldn't work that way. But there is no need to do that anyway ^^