Low and high poly are the same size and in the same place (their pivots too). As I said all the rest maps are baked properly so I think that problem is with material. Here it is: There are different ID's applied to sertain polygons and then turbosmoothed. Seems like I forgot some obvious option because ID map from my last…
I thought that tree looked familiar hahaha.. I remember the trees from your other thread! I agree with what Warotic said about the white tree. I would try painting details as if the top layers of that bark have peeled, showing different shades of bark. Also the pathway seems to have patches of stones separated by a big…
@refriedspinach - Do you think the branches would do better with a mesh like ftorek wrote? I made them a bit hastily when I felt I needed more detail to the vegetation, which might have been a misstake. @The_Blenderer - I suppose I could add some lichen and moss with vertex painting. That might work. So adding some…
Yes yes and yes :) One option is Assetto Corsa which uses DX11, supporting normals. Another is rFactor 2 using the Gmotor engine supporting normals to. The gmotor engine uses it's own shaders (plugins with 3dsmax) and will take most maps you throw at it! The Assetto Corsa engine will pretty much take any export from max…
@Larry Good points, thank you. Will definitely add more polys to the cylinders. And also light it up a bit more. Not really sure about the final composition either, should probably give that a bit more thought to get a better workflow. I've been making three different textures for the floor. Standard / Very broken / Wet. I…
I would suggest not baking in Zbrush. Xnormal or Maya will do a better job with an exported model. I haven't baked normalmaps in Zbrush, but it looks like the gaps are places where the raycasting failed, where the baker couldn't "see" the highpoly surface for some reason. Could be overlaps, could be ray distance, dunno.…
The first problem is probably because of the default desaturation in the postprocess. World properties -> rendering (or postprocess?) if you don't have a PPchain, uberpostprocesseffect in the PPchain if you have one. Can't really say about the second problem though. Does it happen if you use landscape? If I recall, you can…
Cool, thanks. So I guess they're supposed to be two different map types but xNormal doesn't render bent normals properly, essentially making them object space normals. I'm still a bit confused after reading some of those PDFs. Valve's maps--mentioned to be similar to bent normals--look nothing like the ones xNormal…
even for cloudshadows one would find a cheaper way that doesnt require a mesh at all (given you assume the clouds to be very far away) here is a single mesh solution I had done for bachelor thesis several years ago (actually ran with texture combiners on fixed pipe) one mesh with "height UVS", for the sky color gradient,…
Thanks passerby :) So, you are making something like this, right? I'd use a tapered cylinder instead of a cone. That way you can have tiling UVs(unwrap as a regular cylinder) so the panner will work much better. In addition, I'd use the emissive input of the material, change the blend mode to additive and change lighting…