But I want /need it to be in modular pieces not as one asset? Im not sure what you by the shading, those are hard 90 degree edges? But it's like the trimsheet normals are bleeding into each other or something. When I snap the UV's to the UV grid lines, same settings as I used on the viewport grid when making the trim…
Hello, you're welcome ! What an interesting series of tests. At the very least the cause is identified now, and it is definitely true that there is a wide range of setups from "best possible" to "worst possible" with these things. That said it seems to me that some pipelines should be able to display some of these bad test…
I'm not really liking the ground, why is the warehouse floor completely dirt? Get some texture blending going, make the floor concrete and then have the dirt building up along the edges of the walls and the pillars with a texture blend.
I think they are simply blending together multiple tiled textures, this is a fairly common setup with vertex painting. Clean brick wall. Mossy wall. Cracks. etc. Each is a tiled texture. Another setup, this allows 16 textures to be blended by using only one of the three color channels (green) within a single set of vertex…
I feel like the original post in this thread, even if it is very old, never got good answers for Pedro's limitations. First: the point to PBR is not the realistic rendering of materials with realistic constraints. It's not going to be used by anybody studying optics, not ever. It's as much an abstraction as any other…
People asked so delivering at least part 1 of a breakdown for the forest day. Went into quite a bit of detail so I wont add much in text but I will add some. I will definitely be doing a 2nd breakdown of the forest fire but that will take quite a bit more work and I don't quite have time at the moment. Will be at least a…
..so this is an interforum post .. because : https://blenderartists.org/t/tileable-texture-and-rgb-mask-workflows/1564787/2?u=okidoki What does mean (?): > the high-poly to low-poly bake isn’t turning out well This may depend on how you generate the highpoly and lowpoly models. According tileable textures: Well this…
Multiply versus overlay are methods for blending. I make an assumption the calculation is same in Unreal as photoshop. You can read how they work and intended uses here: Multiply, Screen, and Overlay Blending Modes in Photoshop - dgrin (smugmug.com)
I was wondering too decade ago. There was no way . Don't think anything changed. Not sure although. I use Zbrush less and less every next year Haven't even undated it since last year . 3d coat has this in layers blending. Max blending.
My rigging is all max based but I did this many times by driving another rig off the simulated joints and using weighted blending on controllers to edit the result - you could do the same with animation layers if maya doesn't support controller blending.