It's pretty simple. When a ray is cast from the low poly it's looking for the nearest surface of the highpoly to compare normals with, whether that's inside or outside the lowpoly mesh. There's usually options to tweak this behaviour if you want the ray to grab info from the last surface it hits, for example. Generally the…
Hey :) It's looking good, by any chance are you working in Unity? In the final image, between where you have the spot light and the graffiti there is a noticeable seam down the middle. Now, I presume it's the same texture as the others, and I've experienced this problem before now and to fix it I had to do the following:…
Hey guys, thanks for all the tips. I think I'm starting to understand the hell that is lightmaps a little better now. I've made some progress on the normals, but there's a few things I can't figure out. Here's how it looks in an interior scene I'm working on: Here's how it looks in one of the default UDK maps. You can see…
Looking great man! DDO will color the spec but you have to choose the color manually. At the top of the material, there are three color choosers for diffuse spec and gloss. Click on the spec and it pops up a color chooser. I usually choose a color maybe a tiny bit more saturated than the brass color. That applies to each…
I have a feeling you have placed a layer in the incorrect order or blended it in Photoshop. And yes you can import your own normal map when you start a project in DDo. Using PBR in maya i forgot where to plug it in lol, but make sure when you use the PBR shader in maya to change the limit of lights it can use as by default…
could it be some bug? For some weird reason, we used to get overly bright material editor spheres from our Chinese studio with all kinds of 3ds Max versions (9.0 - 2009). They would just be bright by default, but other than that everything was normal. I never figured this behavior out though. In my own 2013 install they've…
looking nice! one trick i try and do when textureing is bumping up the self illumination. only a suggestion but i personally like to paint in blues / greens in the shadows rather than get the black shading that the default shader gives you. this trick would work really well on the fur to make it feel more soft. Try it out…
Awesome work man! Really appreciate you putting up the scene for us to dissect and learn from. Just wondering if you had any tips on getting such smooth looking normals on your meshes? By default max does a terrible job with the normal weighting and you get gradients all over the place, and even using an area weighting…
It's just a slightly different way of calculating the tangent space, or more specifically of interpolating the tangent space between the vertices. The xNormal viewer needs the box unchecked for the tangent space sync to be perfect but every other renderer that uses Mikktspace needs the box checked, including Blender, UE4,…
The exact feature you are thinking of doesn't exist. However, in addition to step keys you can turn on Key Mode Toggle. It's on the right of the "Key Filters..." button at the bottom of the UI. When Key Mode Toggle is enabled pressing Next/Previous Key it will go the selected objects next keyframe. When off it will go…