If you want to fix those by hand - duplicate layer in Photoshop, Filter - Gaussian Blur until the jaggedness is smoothed, create a mask for this layer and only keep what you need visible. Also if you rescale the 4k image in Photoshop using a different scaling algorithm (softer) the jaggedness should dissapear.
sometimes I get issues if I have uncolapsed layers too. s what I usualy do now before decimating is I bake all the layers down. then delete all the SUB-D levels. THEN decimate. but it sounds like your issue was just plain brute force polies.
Either the layer brush + a morph target, or mask and use a deform (or transpose) to create the layered look. Surface noise can take care of the inner rougher area (it can be controlled via the mask), and a number of brushes can help take care of some of the thinner cracks that branch out (like orb_cracks)
Thanks guys for the comments :) Shrike, all I did was set out a texture sheet using photographs of cardboard in photoshop, created the writing/ markings on the box on a different layer, and ran the cardboard layer without the markings through crazybump to create the corresponding normal map. Then UV'd the box over the…
Is there a video somewhere showing how one might ad for example a logo and perhaps rough up the edges of it simulating that it was a sticker that is damaged, but have that show in the other layers? Maybe affecting spec and glossy and normal? Rather than just stuck on top I mean. These layers confuse the hell out of me :)
seconding both of these, i make tiling textures in zbrush because of this, but there still no color layers, FML whoever picks up the other feature first wins. so either zbrush needs color layers so i can do all my texturing there or photoshop needs symmetry and the auto tiling
Started work on the base meshes for the temple. It's actually split between two parts right now the base and the top. may split it into a few more parts to save on polys later on also. Will be building all exterior props first then I plan on doing some work on the internal structure of the temple later.
Trying this out on a model.I will start animating the face in a 2d animation app and plug in the animation as an image sequence.Surprisingly,u can layer textures on top of each other in one material in Blender,like image sequence for the eyes on one layer and so on. Using the frensel glsl shader with color management…
and here is the texturesheet. please notice there is a large black area warby later filled with repeating content from the texture to get the lightmap hack to work the texture was used as a detail texture on a lightmap, so you probably get the deal. the texture was made in 4k res and later downscaled.…
Jack - The barrels will be shooting little darts - atleast that's what my project lead wants it to do... Kaburan - The panner is hooked up with a constant for Time. it just offsets the texture on the behind layer of the parallax map so that it doesn't look like an echo of the front layer. Nothing is really moving on this…