It's weird Painter still doesn't have easy fix for this . Designer baker has "skew " mask option for example . You also can project base box UV on the floating geo ( if it's one sided ), bake object space normal map and re-bake it to tangent space in any 3d package. Sometimes helps with complex things.
Let's imagine we have a model all vertex painted in one color with different grade tones , Is it possible to shift the hue of the vertexes from for example a gray to a blue one in order to not have to repaint the whole model by scratch ?
Anybody got this issue when opening a file from someone else using the same version of max ? If so, how to fix it on the computer that is creating this. Resaving the file on a different computer seems to remove the warning but I'd like to fix this issue once for all.
Drop a tile sampler node in, set the X amount to 1 and the Y amount to 4. Make sure the pattern is square and the scale is set to 1. Under Color set Color Parametrization Multiplier to 1 and the Mode to Row Index, this will give you 4 different grays in descending value. Then run these through 4 histogram select to pick…
that last render looks really great. Heh, it kind of reminds me of a luchador mask. I love the fallout series too, but i dont see this guy as much of a raider at the moment, the squared off slits for eyes and the squared mouth opening make the face look too neutral. I would think the raider's face should convey more…
in your images you're highlighting spikes, projection issues from the looks of it. what's the 'blob-ness' you are referring to exactly? are you talking about the general surface noise and lack of definition and rounded corners everywhere? that looks more like the picture quality you are getting or the scan software's…
My first test assigment for some awesome company Polycount 11.599 tris Two Texture set Main Texture 4096x4096 Texture For Glass 2048x1024 Plants and some textures from Quixel Megascans library Modeling: Blender Bake and Textures: Substance Painter Render: Marmoset Toolbag 3 and Unreal Engine 4…
Hi! Multiple ways to get a gradient mask across meshes, to then use in the shader to modulate values/colors. For example the gradient could be stored in a UV set, vertex color, generated from the y-pos in the shader, ... The way to go is something you have to decide on.
Thanks hopgood :) update: Here is the set in the game atm ( mask1,mask2 are the ones from the standard set ; going to make them tomorrow along with the promo stufs ) His pose and animations gave me a hard time working on the skinning part:( cheers
Another update; just working on metal materials for super large structures. Would really appreciate tips/feedback on what I've got so far and how I've done it - would really love to hear if anyone has any suggestions for improving the look/workflow. https://youtu.be/AYvCg5cjkhQ The mesh is mid-poly, it uses face-weighted…