It sure can, dynamic shadows can be setup to give excelent result. Transmission colour and masked values don't effect the actual transmission, it's only fakes it. Instead depending on the blend mode it will derive it from either the diffuse, emissive or the opcaity. In your case you would need a translucent material to…
Cheers guys, with regards to the hologram, yeah its an emissive but using AlphaComposite as the blend mode so the emissive is acting as its own opacity. Found these videos really helpful with it if you ever felt like creating your own. [ame=" https://www.youtube.com/watch?v=9pyRnYriUOY"]UDK - Hologram Tutorial (Parallax…
to me it looks like you have too much "micro" detail going on here and not enough mid-range detail. also idk if thats just the type of tree, but the branches coming off of the main trunk look to be too disconnected. i would attempt at trying to blend them together a little more, same goes for the knots you have. post up…
I guess you polypainted different materials without noticing ( maybe your brush was set to MRGB instead of just RGB, the M stands for Material ). Material blending doesn't work well, but I think there is a slider somewhere to correct that. You should take a material, put your brush in M instead of MRGB and do a fill color,…
also my problem is that the texture resolution using the picture and the lightbox of zbrush resssults in a vcolor exported texture in xnormal that has not really sharp definition , I mean I used a 2048 x 2048 texture but looks like an enlarged and smoothed 1024 x 1204 texture , I used the brush with a bit of falloff to…
Getting nice normal bakes usually involves > enough edge / bleed padding around UV islands > decent projection cage > appropriate hard / soft edge normals on the low-poly model (usually hard around edges that define UV islands, soft elsewhere works a treat) > enough bevels where appropriate / not too much angle change…
nah i don't think it's the case. AFAIK, the split thing is required because of mipmapping/texture resolution and bleeding. And because you can hardly compensate a hard edge with a normal map because you would have like 1 pixel to compensate. And this, no matter what engine your using. Anyway, this isn't very clear in my…
If you want a quick fix harden the edges on your low poly. You have a UV seam there, might as well have a smoothing seam. The normal map is having to counteract the smooth blending of the normals to make the surface straight again. Games use quite lossy formats for normal maps (DXT specifically usually) and even straight…
Tile your textures :) They don't look 2k, and bear in mind that in a lot of real world cases you'll be working with a maximum of 2k - with 512x512 being much more common (high tiling with breakup via vert blend or decals) - easy to forget in portfolio land but 8k most definitely is going to you detriment at this point -…
Is this 3DS Max? I'm a newbie, I mostly do hard surface modelling so seams are and aren't such an issue, I sometimes paste pixels from one side of the seam to the other and blend it in, or try to create a seamless texture in the first place. However, I did see a tutorial on youtube for this:…