I was using some materials from Bridge as placeholders to plan out my scene. However when I apply the materials to assets in my scene I get this flat color. Does anyone know what causes this and how I can fix this issue so the materials look like how they do in the Bridge preview? Thanks!
1. angle and widen the bevels on the high poly and most of these details can be baked to just a simple cylinder. it's far enough away from the camera you can do that. 2. reduce the amount of sides here. it's overkill. 3. you can reduce the amount of sides on these a lot. 4. these are a big waste of tris and will be a pain…
Hello guys, i have tried everything never had this problem before someone got a clue? Why are there flat places on the normal map? The cage is fine, im using normal settings with calculated ray distance. And im backing on a half shell of a mesh ( done this a hundered times before but this issue has never come up. Thanks :)
The problem is that you're plugging a float3 into a slot that expects a float. Because you're using the RGB of that texture up top, it's giving you a float3 result the whole way down the chain. Try changing it from RGB to R (it looks like a greyscale texture, so it shouldn't make a difference).
Hi guys, I'm at work so I couldnt take a screenshot but used Paint to try and illustrate my issue! I have a flat face sticking out, but its just one side, causing some weird shadows. What can I do to thicken it?
Hi! I'm having the problem in 4R7 that my model is shown as flat grey. I've tried color>fill object with "M" or "MRGB" checked, and I'm rendering in "Preview" mode. In my subtool palette everything seems alright. I've attached a screenshot:
As already said: for a flat floor using a gradient is.. not really possible.. but when your tiles got some ramdom elevation.. (here not using some UV's but "directly" the object coordinates).. then they get some "difference int the appearance.
Project Overview We are building an indie mobile game featuring a stylized, retro-console "segmented puppet" aesthetic. Our character pipeline utilizes a modular customization system where clothing, heads, and gear are modeled as separate, interchangeable assets. We are currently sourcing the master assets for a character…
Question, Paul and Jason you probably can answer this one, on the low poly buildings that were in game, did you float windows and doors on them? I noticed in some of the wire and flat shade shots i've seen that polys for those objects were floating. What were the reasons and benifits of that? Only thing I could think of…
I need to add thickness on render to flat object. i'm using v-ray + Maya. Is it possible? (This is cape of the character after the simmulation which need to be added thickness. Like after extrude). Thanks :)