I have used a normal map in a separate fill layer later applied an anchor point to set up micro normal in the main blue painted layer, thanks for replying btw.
hey all! so lets say you are making an environment, but your meshes are looking a bit flat and polygon starved. well rest easy! I'm here to tell you that the solution is not to add more polygons, but to put about 20-30 minutes more effort and attention into your normal map. lets have a look at some examples: this mesh is…
some samples ^ this one isnt meant for mobile games...this is is roughly at 10k polys or tris thats not including the wings...this dragon like creature has wings just didnt have space to render them in also this dragon creature is using is diffuse, spec and displacement...so yeah this dragon 3d model thing is not meant for…
Ah, you have hidden your reply well :sunglasses: Fog cards I find they can help to elevate vistas, but to my knowledge shouldn't be layered too much due to the increased cost of the pixel on screen (Overdraw). Sample Projects I would follow the path Eric suggested. I haven't tried this one, but going by its description it…
I did a report on that kind of things while in school. And this technology has been around for many-many years and I think those dudes just perfected it. The basic idea is, that a single "dot" on the surface is processed by a laser so that it reflects light differently, while viewed from different angles. And judging by…
I am trying to combine two masks into one. Half of the mesh has a correct mask on one side, so I duplicated it and rotated it. Now I want to mask out half of Mask B, to combine them at the halfway point. The mask layers So I have Mask A and Mask B and a Paint Layer to make half of mask A invisible and then put Mask B on…
That’s actually a useful way of looking at it. The idea of a quick, at-a-glance indicator is something I’ve been thinking about as well, especially since a full breakdown isn’t always practical in every context. Where I’ve struggled with that approach is exactly what you pointed out, how to consistently value different…
1. Yes that does the trick thanks, now I can zoom into my model slowly. I did notice there is some kind of bounding box though where I couldn't get close to a model I exported with a ground plane? 2. A stack of colour to normal with real time sliders for tweaking each separately. I often find I will export 3 greyscale…
Hey there everybody ! [ editor's note : read the previous line in a creepy tone of voice, like you're wearing a trenchcoat and talking to a group of kids] So i stumbled onto this little trick that makes your life easier when handpainting normal maps: - the "no foreplay" version : photoshop allows you to isolate a single…
What Pixexix will (probably) do later: - output to layered .PSD with helper wireframe layer - output all snapshots to single .PSD - Work on OS/X [EDIT]OK, navermain'I shoulda'v red beta'r !