There's a couple of things you can do to work around it, but they're more expensive to compute and the good version isn't easily compatible with Surface Shaders. To improve things, you can normalize the light and view vectors per pixel in the surface shader. To fix things, you need to convert the tangent space map to…
I would definitely get rid of the resizing image loading script. It really slows down navigating the page. Also, you have these medium size thumbnails that don't fill the entire layout width, then you click on them and get a slightly larger image. Instead, just build the page to something like 1200 pixels wide, and make…
These are looking really cool guys :) Keep it up! Stormfreek: Typically using paths/vectors. After you have paths, there is a variety of ways you can create pixels or "Strokes" based on them. Once you have the pixels, you can blur them a bit so the projection isn't so harsh in zbrush, Viola. I can do a little breakdown…
My guess is that this occurs when there is shading variations in the matID map. So if you have pure red, green and blue, and add some 253 0 0 pixels here and there, dDo will consider it to be a separate material (but will fail to map it into the model) This is entirely my fault ofc, but it would be nice if you guys could…
^ME I love breaking things down giving them some quasi functionality adding detail as needed. You always end up with a better looking piece. I HATE seeing massively different pixel densitys. Oh hi there nice crisp wall texture! Mmmm you are mighty sexy, oh who is your friend? No really what is this, why is it so blurry…
wow, 2048 just seems like overkill for the spider guy. Unless you're going to zoom in on him really tight. Just think about how many pixels any one part of him is going to take up on screen. I mean, as it is, he's not very detailed, and the spider part of him is so dark that you can get away with some pixels. I don't know,…
I don't think any of the standard shader based blending will solve this - the detail map doesn't know anything about the other normal map, it's just using the mesh/uvs to determine what direction pixels point in and then blending the result. good solutions for this would effectively be prebaking the blended normals and…
Good Day, I am reaching out to you from Pixel by Pixel Studios. We are looking for a concept artist to do up some concepts for a modular robotic main character. What the character will need - Modular Body parts kept in mind when concepting - Robotic type (not a suit) - Mostly realistic art style This is paid, but we do not…
Is it impossible to get a perfect diffuse color bake? because when i do it i always get a few pixels wrong and it affects my mask when i want to add a texture. Is it possible to get a perfect bake in max so i don't have to manually clean up the image in photoshop? i use rgb colors so i can extract them from the channels to…
You can pixelate with a post process shader pretty easily in ue4/unity but a lot of the look of ps1 games is in texture filtering (or lack of) and in the mesh compression(that's what causes the wobbling). This stuff is relatively easy to implement but you will need to dick around with vertex and pixel shaders to make it…