Ok here's what I've got so far ^ I'm currently attempting Wind Waker style lighting and aided with @SimonT 's very helpful Hyrule Travel Guide I think I've come relatively close. In the article it's proposed that you render a sphere 3 times: Pass 1: only the back faces into a stencil Pass 2: front faces increment the…
I'm wondering that I haven't posted this yet here. :) Many of you probably already know rapidTools, but for those ones who don't: I created many many tools over the years and I created a package from them. It's fairly easy to install, just drag and drop the mzp. You can download it from here: https://rapidmxs.com/store/…
What's about using vertex colors to mix some different track part textures ?? Maybe even just using some lower resolution to just change the colors.. (more rusty, muddy, oily ??) and not to fake some other details like scratched, moss, thick mud.. or just that.. vertex colors for breaking the repetition.. ??
Off the cuff, 2 UV maps with non overlapping seams, blended via vertex color data guiding a secondary "coverup" texture, blend it using some sort of noise so it doesn't look bad. A suggestion would be to set it so that you have a primary UV for the main rock texture, and have the UV offset randomly based on object ID or…
Thanks everyone for the kind answers!! :D I hope you like everything and if you have any suggestion or question feel free to ask. I've been working for some days on the theory part of the thesis (most boring part, but it's important to research methods). Besides that, I really wanted to do some tests with the road and…
Use super sampling, or render 2x and size down after the fact (same thing). There are a couple things I typically do when baking lowpoly-only AO: In Xnormal, I use the simple AO tool, this can be problematic though, as the vertex normals of your lowpoly mesh tend to contribute to the result. Usually I will tesselate(but…
Hello. The MaxScript documentation has a section precisely on this (in item "Finding the corresponding vertices"): http://docs.autodesk.com/3DSMAX/14/ENU/MAXScript%20Help%202012/files/GUID-CBBA20AD-F7D5-46BC-9F5E-5EDA109F9CF-1078.htm#GUID-0D91093D-1C6E-450F-A694-D43942DE9549 Then using the following: -…
Zaitsev9797 Sure the lighting is only vertex color. But I personaly managed to get somehow nice results by texturing things (by painting lit areas, the Spacedraw lights will seem to have a better impact on already bright pixels) and playing with the lights. Without the BPR option, Spacedraw's display is like a light…