If your hand painting I suggest no Normal Maps. They wont blend well with your Style. With this style you should remain painting in your Highlights & Shadows to fake the Normal Map. I use Imgur works best for me, Fast & no one ever see's them because people only see the Images with Ratings. As everyone else has said turn…
hi i am currently trying to change my shaders on my scene in maya i am rendering with mental ray here is a screen i have been looking most of the day for a tutorial or pdf to edit materials like blinns etc, currently most of the assets in my scenes are blinns doe anyone have any pointers or where i can look to find good…
There is a lot of missing info. I suspect you either mean the diffusion at the border padding or more likely gradients in the normal that are correcting the surface normals of the baked cube to match whatever the mystery object you are baking from. Both are expected behaviors, the first is because you set diffusion on in…
After a quick read, my bet on the normal artifacting issue is one of two things. 1: his normal map is pretty good anyway, and may not have been in its uncompressed state before saving the package. 2: The anisotropic nature of the brdf winds up sampling the normal map twice for each coordinate and blending the output,…
hey there! looking pretty good! I think its lacking a lot of primary shading though. you would really benefit from adding a few gradients from top to bottom over the whole prop, and ad some overall AO shading. EDIT: When looking at your sketchfabs I realized turning it back to "shaded" mode makes your stuff looks a lot…
This week was a fun one for me as I had a bit more time to delve into the game than usual. The two things I chose to focus on were artistic process and management design (more on the design on the blog). I've always been a bit fan of workflow improvement and optimization and was really inspired by Michael Pavlovich's GDC…
100 polies on the nose. I could have shaved off a fair few polygons on the main body, but the goal was 100 tris so I used them to smooth out the shape, which will become a lot more obvious when shaded/textured. Download: http://www.team-blur-games.com/odium/thing_100polies.zip Trouble is, the alpha testing and defom tube…
Hey, now I remember! We worked together on Eclipse back in the day, I'm the one who made the concept for that alien turret thing, funny :) . Looking good so far here! Loving the static meshes. Especially this latest one. Personally, I'm still having issues with the building. I would maybe try shading the buildings with a…
I was looking at this tutorial: https://www.youtube.com/watch?v=ss13J1emsvw If you scroll to time frame 05:40 you will see he is creating a node named as AiSwitch I do not have that. He went to "Create" >> "Arnold Shader Surface" >> "Ai Switch" I do not have such node. But i can find similar node if i go to "Create" >>…
Hey, What you might want to do is to make the surrounding rectangle around the hole really square. WIth the current shape the subdiv gives you a squished result as you can see. And you might want to add the one or another extra edge. You could also make the surrounding rectangle arond the hole a bit more circle shape…