So I am trying something different: - Bake an ID map without dilation. - Use Edge Detect to generate a map of UV shell borders. - Try to soften the edge a bit, create a Fall-off map from that. - Then use it as a mask to blend Normal/Base Color/AO maps. I got to this, you can see the details are weakened as it approach UV…
Hey Talon, I can definitely help you out but before I hand you code did you look at listing 1 in the paper that is referenced from the blog post? When using the derivative map variant you simply replace the dBs and dBt in listing 1 with the code from the blog post -->…
Thanks for your feedback, guys. I will try to apply some of these tomorrow, and hopefully I will have some good news. @Reyne, I think I get what you're referring to the with the UV's being outside of the 0-1 space. It is how it is because I was trying to avoid having the UV's overlap for sculpting in mudbox. If two UV…
Thanks Monster. All I want to be able to do is get my color choices matching from Photoshop to Unreal engine 4 materials (RGB to 0-1). Also If I find a nice roughness value in Unreal I want to be able to paint that as my base roughness texture map in Photoshop. (0-1 to RGB) Kryzon: I have no idea what you just said. HAH! I…
I haven't updated all my work in one application yet, but this image in Maya represents most of it. The rigging, a pose, illumination a most textures from Painter and the skin from Painter and Mari. I am using Mari to compose all textures and to work on the skin, eyes and horns. I am also working the specular maps in Mari…
I resized the picture +40%. 1. Its was thick now is even thicker, the table is to thick. 2. The edge is to hard, it looks like your table is clipping in the ground. 3. Was big, now even bigger. 4. Black is for shadows not for materials. Look at your fireplace light and you see your problem with the floor. A small black…
I think regular 16 bit image does clip the range based by some white and black points you set as 0 and 1 during Raw processing and any values outside are just cut off. The difference wit 8 bit is just a number a gradations in between those 0 and 1, no extra brightness stored anywhere. And 16 bit inside Photoshop saved exr…
1. The hilt is pretty interesting, but it doesn't seem to make much sense overall. Why would the part sticking up past the blade on the top on the flat side? The hand gaurd is looking really thin and flimsy. The transition from blade to hilt could use some work. 2. As 16-bit said, when you overlap uvs, but need to bake the…
Hello! This week I've progressed farther with the tree's. Over the past two weeks, I've learned quite a bit regarding tree modeling and texturing. Unfortunately, I've been having to fix many errors, such as sizing and in addition to that, texturing. Here's my progress. Tree #1 w/ Leaves (Ignore bark texture) Tree #1 Mesh…
yea this is the public version. for job applications everything is cut from "B-Side" after so it's ~1min long. only complaint is they made it eaiser. :D It used to be 14 weeks (couple years ago), 3~4 animations per workshop. Now it's 11 weeks, 3 animations for workshop 1; 2 for workshop 2. I can see why they did it as many…