Go into the materials editor and select the grass texture you had applied. Click on the litle arrow on the left of diffuse, then tiling and set a higher number in tileU and tileV
Here is a preview of the diffuse map on the optimized low res version. I still have a lot to do. Anyhow, hope you like the progress. Enjoy! (Not linked)
Been working on a Lowpoly project for my school. During the week we where tasked with creating a lowpoly model with a limit at 500 tris and a diffuse map of 128x128.
Hi guys, here's an embellishment object, hope you like it ;) ( Just a flat diffuse in viewport - no spec. no normal map ) Next step, zodiacal clock texturing ^^
I still think the problem is the Normal. As you can see I am using a constant for diffuse and specular and still get the same error! Here are the textures:
This is the texture in Maya with only the diffuse and the alpha in the glow intensity. I would like the glow bloom to be a lot less. This is a quick render on the lowest settings to do the test.
The shadowsmap is for projected shadows only (+ i think it's baked in alpha). The skylight doesn't produce such shadows. Use the lightingmap or complete if you want the diffuse baked in too.
Hi, this is a new update on my LP building. Keep in mind that this is only the Diffuse Map. And I might change the Church HQ. Any suggestions and critique welcome :)