OK so I posted it on the FB marketplace, probably should have mentioned it's the 12 inch figure and not the larger one. https://www.facebook.com/marketplace/item/2342353089138117
Happy birthday to "the Prince of Mathematicians" you're looking great for 234yrs old! Oh wait... we're talking about Jack? Oh.. ok Happy Birthday you fantastically talented, ball of manly awesomeness! tRens, humm floor lamp...
I don't think you can paint normal maps properly across seams like this, as the tangent colors are going to be very different. It's better to go back to the source high-res sculpt, alpha stamp your high-frequency detail on there, then bake that. This assumes you're not using a detail map, a small map tiled multiple times…
Hey Obscura. Do you know any method for baking curvature maps for ddo or substance painter? I've used smooth edge technique before on my architectural visualization in UE4 and worked pretty well with tiling materials. My reason to use it was saving time. The textures i've used were very clean, but for experiment, i made a…
looks like there's an update to intuos 4 line coming soon — http://conceptart.org/forums/showthread.php?t=234062 CES is in early January, so it might be worth a wait for anyone considering an intuos purchase
I just baked your model in 3dsmax and imported into UE4 and there are zero seams. Are you sure your green channel isn't inverted? Slap my bake on your in engine model: https://dl.dropboxusercontent.com/u/2344272/crit/rock_normals_crit.tga
That's how cubemaps work out of the box. You sample their fragments from infinity. If you want to have reflections that look more natural (as in physically correct) you have to do alot more than sticking a cubemap into your shader and feeding it a view-normal-reflection vector. Two topics that cover this area come to my…