I had this problem because I was inverting the green channel inside of toolbag, and when I added lights they didn't seem to render the inverted normals. I fixed this by inverting the green inside photoshop. :P
Bitmap that is one hard looking hole. I mean you have a lot of sand to avoid and the green is really tiny :) I like it. It needs the approach and intermediate cut around the green to make it look authentic.
If feel like the green acid is just a little too green. A paler, slightly less saturated color might look better. Careful lighting would also give you the sort of glow the concept art has.
Greetings to all forum members! Recently, I came across the remarkable Fiala m1920 pistol and decided to try recreating its model based on the information I was able to gather. I would greatly appreciate it if you could give me some advice. I'm curious to know if I'm getting the proportions right and if anything seems out…
The reason the whole mesh appears green is because you are using Alpha blend as your "top" blend layer, and alpha always defaults to a value of one, so it will always pick the highest option, which in this case is green.
I like the first, green tree. You have a lot of reds, oranges and yellows in the scene already so it may be nice to break that up with some green trees. I really dig this project, keep it up!
"Scenario: A ugly nuclear devil throws a green lawyer in a tree! You have 45 minutes!" "Scenario: A bouncy flying grandmother races a puzzled green general in a crypt! You have 50 minutes!" Sorry.. :poly142:
not sure what u meant, but just paint identical cracks on the moss, lighter green color, same way. its exactly the same as u painted the cracks. but in green. and in the same frequency. read what i wrote!
Oh man, I'll kill you! You wrote "south and east" in Greek but that doesn't make any sense at all in that language. Change it to "Νότος και Ανατολή" asap. It means south and east in proper Greek :P.
Did you invert the green channel? You have to make sure that normal directions match between unreal and the normal map. I think its the green channel that needs to be inverted, but try the red if that doesn't work.