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…
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…
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…
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…
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 !
well in the past i used to put 4 spot lights facing down in a ~45°angle from the front and from the back (so if you observed it from the top view they looked like an X) i baked it onto a grey model without any teyture and i used it as an overlay layer and then painted everything beneath it (i also always panted this layer…
Hi Guys, I have been working on a greeble generator for Unity and Blender, here is the Unity version, available in the assestore. https://www.youtube.com/watch?v=s5-dhTqoaxA&t=3s What It Does: Two-Layer System:
The tool generates details in two layers: the First Layer creates the base greebles directly on your target…
If they can't point out exactly why it is not PBR exact I'd suspect it's BS. I wouldn't take every piece of feedback you get at face value. They may have just hired somebody else for whatever reason and wanted to give you some excuse to politely let you go. I mean that's a lot better than ghosting at least it would…