I'm trying to recreate this OSL node setup from Max in Blender. I've loaded the OSL script in Blender, but it doesn't work and I'd rather not use OSL anyway as it doesn't support GPU. Basically, I have 2 displacement maps: 1 baked from Zbrush with a 0 mid-point, and the other is a 3-channel RGB map that I painted in Mari…
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Not enough space (in blender, as this seems to be, called margin) between UV-islands ?? Just a guess.. you might give some more info.. Also the low-poly seems to have orthogonal but not-connected faces.. and n-gons.. (even if that part seems to lokk okay).
Vertex colours is what you want, doesn't work on BSP only on the vertex of meshes and you will need to set up the materials for it. Look at the content > reflections subway, the walls are done via vertex painting (to get the chipped look. further info ...…
I guess the drivers aren't sending the pressure-data capability info to CS5 so you need to force it. I'd also check the Windows Ink option in the wacom panel. I hear that thing is the devil. Uncheck it and see if that works for you. If nothing else, get a priest and Holy Water, your tablet might be possessed.
Welcome to Polycount! Kudos for laying out your situation, this is a good amount of info for people to understand how to help you get the most out of your journey. You mentioned "industry", I guess you mean game development? The game industry however is perhaps the hardest to enter, simply because everyone likes playing…
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good progress, have a look at this info for a way to add an ambient cubemap for lighting/reflections https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/AmbientCubemap/ from what I remember its part of the post process volume. I use unity 3d a lot more than ue4 though so Im no expert.