@Meloncov Thank you for the feedback! I completely agree, i wasnt happy with the shader over all so i re-did all the textures and blends so hopefully this one will be closer and matches a little better :) Added new Plaster, brick and wood textures as well as some dirt and moss. Going to start on some props soon :) Let me…
The way i'd approach this is to have a shader that takes two diffuse inputs, one for your regular texture then another for your flowing bits. Then via scripting you can scroll the uv's on the second texture at a set speed. The shader would have to include alpha transparency for the secondary "effect" texture input, that…
^This I'd suggest looking at this thread http://polycount.com/discussion/148303/of-bit-depths-banding-and-normal-maps#latest It'll explain why you're getting some banding on your normal maps as well as how to fix it. I'd scale your UV's down a tiny bit and move your UV shells apart a little more and use padding/dilation of…
Well without seeing the actual UV's that doesn't really explain much. Also, my question is about baking a normal map, not about the actual Smoothing Groups. Any idea why they're baking the way they are? To reiterate, I'm basically getting a gradient on the outside of my UV shells; not inside the shell, but the part that's…
[URL=" [/URL] Starting my blockout...first day off since the challenge began. I'm going to try a handpainted style, but I'm going to outline my textures...like in a graphic style. Not the traditional handpainted look where everything is blended. Also I'm going to try to simplify my textures so its not as time consuming…
I'm flicking my zippo and holding it aloft. Pour one out for a true legend of film history and special effects. His stop-motion creations were some of my favorite film memories. I would watch otherwise boring films just to see the few scenes with his work in action. God bless you, Ray! And may your legacy inspire many more…
Yeah looks really good a few things that stand out for me is the floor, its very reflective compared to the damage and dirt that surrounds it, maybe a bit of vertex blending on the floor as well as the walls. It is fairly yellow and i feel that the colours all get washed in a bit, might be nice to have another colour in…
This and the last, SK, sets look similar in terms of how muddy and noisy at the same time. Parts detail blend into each other in terms of both bakes and color. This could have looked great for an FPS, though for an isometric stylized game such as DotA2, it doesn't work well. You went overboard basically and imo. Your Lich…
Interesting, how does it look when you export a render? This looks like something to do with local reflections, unfortunately local reflections don't really work with add blending (technical limitation), so you may get some unexpected results when using add for glass type objects. Though it should be consistent whether the…
It's a good idea to combine specular maps with gloss maps (sometimes called roughness or specular exponent). Gloss maps define how sharp the specular highlight is - faking how glossy a surface is. So dark means it has a very broad highlight and white means it's a very sharp and focused highlight. The shades of grey will…