DXT1 is particularly bad at saving grayscale, since the green channel is stored in a slightly higher color depth than the other two channels. So you'll get green & purple artifacts here and there. If you don't mind the filesize, L8 is a pretty good choice for single-channel grayscale. You could also try packing four…
I was thinking of making my own, You can buy Some red/blue clear plastic sheets from hobby lobby. Thats way you can make em sturdy. Also, Doe they just work with Red and blue? If I put 2 red and 1 green in one side of the frame and 2 blue and 1 green in the other would they be more effective? RGB.
mirror weights is dead simple to use! turn on mirror mode, select a bunch of either blue or green verts, then tell it to mirror blue or green verts, depending on your selection... I wouldn't bother using Paint Weights for low-poly things anyway, anything under 3000 polys i'd just hand-weight the verts using the Abs. Effect…
That's because the normals are flipped, at least as far as Max is concerned. Max expects Y- - just invert the green channel in Photoshop and you're good to go. :) Alternatively, you can flip the green channel in Max's normal bump node as well. On a side note, I'd highly suggest straightening out your UV shells. You'll get…
Bao92: Thanks man! More details today. Trying to figure out what's a good amount to keep things interesting but to still work in small scale. Also testing super quick color schemes. I was originally thinking making him green (1) but realized that he'd be too similar with the green environments to really stand out. Right…
cool concept. i think the interior pieces are the strongest by far. You're exterior shots seems really washed out ,the colors are very desaturated and your greens are all over the place, I think it would help if you're green colors are similar in tone. Your lighting seems a bit harsh, really black shadows, perhaps try…
To add to Sean's comment, the lighting in some of your work makes it hard to look at. The scifi enviro especially hurts my eyes (on a dark monitor) and the green scifi design is far too dark with greens that distract from the overall design. It seems like everything is technically good to go, but work on lighting and learn…
on question 1: this is down to energy conservation. because your reflective colour is purely blue, it removes any blue from the diffuse (which is white) which leaves green/red still being diffused, green + red = yellow. so you're seeing a yellow diffuse with blue reflection in the first image. in the second image, anything…
thx just got a short question about the normal map shading mode in SP. Does the "direct x" mode only affect tangent space normal maps or also world/object space nmaps - > means, if you bake tangent nm with -y (flipped green channel), you also have to flip the green in your world/object space nmaps for your input textures?
I think because the density of the red are is higher compared to the green area the one corner is pulling up. Plus the corner under the dot is on a folded over poly. Maybe try cutting something like the green area and getting rid of the tri on the poly left of the arrow this thread helped me a bunch.…