If you are going for realistic textures, definatly use them. I actually don't really know where this "don't use photo's" is coming from. It's just another tool in your arsenal to use, and a really good one if you use it well. just my 2 cents. Read this: http://oesterkilde.dk/racer445.html And have a look at polygoo's…
It's 10.24 px/cm to be completely accurate. We do large tiles because we need to cover large areas like the sides of buildings/ terrain etc. The hyper detailed 20cm squares that you see plastered over artstation are completely useless in practice. I didn't mean vertex painting, we keep dirt etc as separate layers and apply…
Take the for product of the blue channel of the camera vector and the vertex normals. This should give you a fresnel that only works vertically. From here, you want a road normalmap that has the waves. To make it happening only in the distance, you can use pixel depth. Then lerp between 0 and 1 metallic based on the mask…
Risen from the dead! Here's the stuff I've been working on the last few months.:) Vertex painter material in UDK and individual tiling textures in Zbrush and Photoshop: Small Chest and Light/Holy Chest in Marmoset, done in Zbrush, Maya and Photoshop: Dark chest in UDK - largely particle practice, but the main texture took…
So if you wanna have more info about this thing just tell me, on another thread if you think bout letting this one go down :) Basically; i dont really know how you split/exploded you mesh for the baking; but if you did it by setting every UV island apart there is a high probabilty that the normals on your UV seams (the…
There is a dedicated Reload button on the RollupBar, in your object properties. Sometimes hitting it is enough. Other related advice: if your object disappeared from the scene after an update of the mesh, it's a shader problem (probably something like changed vertex numeration causing them to stop drawing your object).…
Wait a minute! Is the bottom floating? No! Hell no! I gotta fix that for the peace of the world. At the first place, I thought vertex painting in 3ds Max ( I master Maya though) could do the trick. Pathetically, I failed like a poor leaf. At that moment, my mind was flashing back and pulling out the Pivot Painting that I…
I somehow agree that something should be done with the moss, but let that be an issue if he finishes in time. I myself dont like the idea of using opacity on a layered material because that kills your performance especially if you have a whole forest covered in it. If i understand the procedure correctly, the renderer has…
The first pose for the dog is done, and I only had to break the rig 40 times to get things to work! I guess that's what I get for assuming a simplified quadruped rig would be easier than the dude's rig. I ended up moving a lot of individual vertexes around, so I might need to try re-rigging him before I get the other poses…
No Gimbal Lock...this happens, when you scaled the parent object non uniformly on Object Level. Don't ever do this...if you want to scale, go into Element or Vertex Subobject, select everything and scale that. If you absolutely have to scale on object level (don't know any reason for that...) then make sure the object is…