Hey I just tried out the baking function for the first time, and was wondering if there's a quick/easy way to deal with distortion along sharp edges on lower spec meshs without adding additional geometry (such as a way to auto-mask / skew paint along edges with split normals / UV borders) ? Normally I just fix such issues…
Ok. I'm working on some pretty huge terrains myself as well, that is the reason I was asking. Are you painting the textures inside UDK? I'm thinking about generating the colormaps in WM and then using masks to add detailmaps into certain parts of the landscape inside UDK. Btw, have you had the problem where your landscape…
Dude, I played the shit out of that game. I really don't know why I liked it so much either. In fact, when ever I think about it, I ask mysefl that very question and I can never answer it. It was just addicting and well executed. I thought the whole premise was really fun too. Multiplayer wasn't half bad either! For me,…
My issue is fairly straight forward. I've got a height map, a colour map, and three texture masks made from the colour map. I figured I could just have multiple layers, one for each texture, and have the texture mask dictate where on the mesh the texture is hidden/shown. But I can't find anything like this in 3DS Max. So…
Hello eco_bach, Depending on your Render software, mixing 2 materials are slightly different. But In all cases it uses the native capability of each render software to do the blending. The thing the Quixel tools offer is the "quixel mixer" nodes for all Renders. The idea with this node is to be able to take in displacement…
Greetings I recently bought Quixel suite and honestly, I must say it significantly improved my workflow! But nothing is perfect and so far I've had only one slight problem with the suite. I can't see any of the layers which are higher in the hierarchy when I'm in dDO's colour paint mode. Reason for this is I like using…
I messed around a bit with example1.frag and I think I've got what you're looking for working. //provides FragmentState
#include "../state.frag" //provides misc params like 'uCustomTime'
#include "../other/customExtras.sh" uniform vec3 uColor; //color name "Color" default 1.0, 0.35, 0.2
uniform float uSpeed; //name "Speed"…
I do 95% of my texturing in zbrush PP. I tend to clean it up and composite in Photoshop. When I am doing one of my attempts at photoreal portraits, for example, I tend to have several duplicate heads in the same ztool. I will paint something like mascara as total black on total white. Then bring that in as a mask into…
@BlvdNights Hi, i fixed this in another iteration but i didn't posted a new screenshot. Good advice anyway thx. @Lightweight Hi, the bell on the left his the HP, the main shape has been created with Zbrush and the little clover with 3DSMax. The technic is simple. I will be really brief but if you need it i can create a…
A 'polymesh' is just a standard polygon model defined by its vertex information. This is just a term to separate it from Primitive Meshes, which are parametric objects (shapes that are defined through math formulas, where you can change the parameters using sliders to change the result on the fly). There's nothing extra…