LoL this makes me mad. I dont know if it is this hlsl compiler or max but it is crazy. I've put my code into some fancy functions like Xoliul did, to get a better overview. But instead working like before as I would expect it, it does not I've got no compile errors or anything else, but my specular calculation doesn't work…
Starting to get somewhere with the Sewer environment. I sculpted the fan and made a stone wall tileable in Zbrush and set up world aligned textures to avoid weird seams. Also sculpted/textured some mud piles for the ground, but I think I'll edit these since they look very low poly when i actually put them in lol. I can't…
I have a weird Painter behavior where it change flat to smooth shading on decimated Zbrush hi poly object , It makes the baked normal map sort of blurry vs Designer or Blender bakers . Does anyone know a trick to workaround it ? Painter writes: [Scene 3d] [FBX] mesh normals are invalid (some values are null) and will be…
UV seams? Smoothing groups? Non-normalized UV islands? Also, don't look at your normal map in diffuse since it's useless at helping your debug stuff, stick in your normal and throw in a quick spec + diffuse to see if the lines are really noticeable or not.
Came up with this technique while working on the DomWar, it's pretty simple, but figured I'd illustrate it real quick in the hopes it's helpful to some people.
Hi all Been trying to bake this door for about an hour now and still cannot get it to bake properly. As you can see I have separated the elements and even elements which don't have anything to bake onto them have problems????? Any ideas??? (Ray Mist is on to help show problems)