My latest approach to baking better and cleaner maps (especially normal maps). Credits go to both Prophet9 and Nannou for sharing their knowledge with me. Note: This is based on 3DS Max. Sorry maya/Blender/Modo users. Though I guess someone can pick up something useful from this. Previously, I used to make cages from base…
Hi, I've created some shelf buttons for the planar uv commands but they don't seem to be doing anything once the button gets added to the shelf (or typed into the script editor). This for example is the exact code of the planar Y hotkey but it doesn't appear to be doing anything. polyProjection -ch 1 -type Planar -ibd on…
I am a solo game dev that has been building a gun store / gunsmithing simulator in Unreal Engine. I have blocked out the entire layout of the game world and I am still working on the code. What I lack is the skill to create the props, characters, and building art. Plus the hard part of the gunsmith portion, each weapon…
Thanks for the input, Cyber! I swapped the base texture out entirely for something with more omnidirectional scratches, hopefully this doesn't read too concrete-y. I have a history of making my materials come off concrete-y but since my dirt texture is so soft, I need it complimented with something a bit more noisy :/ If…
Oh and if I tune Panner node "time" value, "World Position" (that's the one for vertex world position, not object world position), it does look ok. But I am not convinced it's working-as-intended. (Previously I used Y position for V speed but it's not quite right, as my up-axis is Y; though I can confirm the stretching…
I did a quick search for "arnold physical sun & sky jagged reflection" and found a possible solution. Can you try this? https://forums.autodesk.com/t5/arnold-for-3ds-max-forum/strange-glass-reflections-from-hdri-3dsmax/m-p/11043844/highlight/true#M5085
Are you exporting OpenGL or DirectX normals from Designer? Maya's viewport supports OpenGL by default, better known as Y+ Swizzle in xNormal and "Right-handed" tangents inside Maya. In Maya you can go to your mesh's shape properties under the Tangent Space dropdown and change it to "Left Handed" which inverts the green…
@AtticusMars I guess that's true... looking at the concept again I always thought it was a bit of a God ray spotlight, I'll take some time to redo the lighting then (Y) Thanks! @Deathstick Haha thank you xD on the texture side any way (Y) The lighting will be redone buuuut it will be BETTER! BETTER I TELL YOU haha :)…
It would be great to light the sky to match the mood in the foreground. Right now it's bright and sunny out there, one thing you could try to increase the mood is to add a dark height fog to simulate rain clouds above and a bright horizon below. For…