Thank you for replying :) It's a first person game so the texture has to be pretty decent. I tried making a material based off the actual gun but it looked so flat and dull. I tried adding a small grain height map but it still didn't look right. At first I did have more color variation, a bit of light brown and light blue…
I had a look at that vid when I was looking into previewing animating normal maps in Maya. I was wondering how you actually layered the normal map over the top. Was it a simple Lerp or were you overlaying the normal maps, and how would you approach layering multiple maps? The solution I arrived at was to have a base NM in…
Too many dark areas and shadows are being baked by all the methods that I've tried.And theres been alot.... The dark areas are covering up too many details out of my ao renders.Areas that should be lighter are not, and i dont know how to increase that with just the skylight in scene and the mental ray setups im using. If I…
Alex, what I do is bake the tiling high poly to a square plane in xNormal and once I get that normal map, I bring it into Crazy bump (I used Crazybump in school but never really knew how to use it to it's full potential). Crazybump is awesome! Bring in your normal map, and play around with your settings and you can quickly…
No apology needed. Yes... very true. And I have sometimes developed migraines trying to explain to new users of WW how to distinguish the two types of geometry. But a major goal throughout the development of WW has been to move 100% of the design into Max (modeling, level design, texturing, lighting, etc). Right now I've…
I open the suite and photoshop. Click the nDo button and create new 1024x1024 texture via the create new project dialog. It creates a new project. I click the "add new multi normal" button and it runs through the action and gives me the appropriate layers. I then click on the new layer within the group and then create a…
I have isolated the problem with one of my technical artist friend from Nadeo. And yes there's a problem with the way substance handle bitmap mask and than bake it. We have found a solution : Or i export the mask from the layer instead of baking it or i paint directly inside the opacity channel [the layer iteself instead…
In 1.7, I was able to export pbr spec gloss while working in metallic flow. I can't do that in 2.0. My options are to rework all the texturing to spec/gloss with the new pbr-spec-gloss shader (for some reason, existing layers doesn't auto update when i add in specular channels) or retool my shader nodes in blender to…
You aren't seeing it, take a step back and look at it a week later, this guy quite literally looks retarded - no offense honestly. Unless that's what you were going for you need to rework it. The jaw needs to be much lower still and the overall roundness and shape of the head needs reworking. His forehead is humongous and…
Hello back guys a lot of people have been asking me about how i did the hair. So there are the maps i used. They are quite simples, only 4 different types of hair. 1 and 4 are more opaque and are supposed to be for the layers below so you don't see the head too much. 2 and 3 are the top layers of hair and the small…