Anyone here work at Avalanche, or anyone know what the light rig is for Just Cause 2. I'm seeing all this indirect lighting in the game and I'd really like to know how they are getting it? I'm assuming the world is way to big to bake lightmaps on and I don't see any dxt artifacting in the lighting. At first I thought it…
Hello Guys, I am pretty new to Substance Painter and so far, I really like it. Now I got a problem which I am not able to fix alone. The front side of the mesh is projected on the back side (shown in the picture). I realized that the max frontal distance is producing this problem. My vertex normals look fine to me. I have…
Hi, I'm having some trouble trying to figure out how i could achieve the following in python or mel (i'm not coder.) What i want is when with the mouse i click somewhere on a mesh it select the nearest vertex and then create a locator. Also i want before releasing the mouse Bouton to be able to drag this locator with the…
@Fabi_G Thank you for the recomendation on the height blended vertex shader! Ive always seen the effect in games but didn't know anything about the height blending part. I made one of them from my trim sheet and used the dark areas as the height map mixed with some splotchy gray areas for the grass/moss and sand to fill…
So I hired someone on fiver to rig one of my character and I didn't saw it at first but all my smoothing groups are GONE, all the edges are hard ! I tried to transfer the vertex normals through transfer attribute(and unlocking the normals of the target mesh) but the results is just weird and when I try to render it every…
Nope, BRDF is the complicated name for the equation(s) used for shading. Basically, given a surface and lights, it defines what color should be returned to the camera. Gouraud shading is the oldest and simpliest BRDF (edit:sorry i meant Lambert there. Gouraud shading is the vertex normal interpolation algo, not the actual…
Ng Skintools works reliably for me in limiting skin weights. How reliable is the script you're using to check weight influences? Have you tried using Maya's own component editor to check weight influences? BTW, unless things have drastically changed in the AAA space, most games limit weights to 4 influences per vertex. For…
Thanks for all the tips guys, I think I finally understand how to do it haha. First I read a lot on UVs+Texel Density and fixed most of the tiling issues just with better arranging the UVs, then I ended up using 3 textures from quixel for the vertex blending, also used some blending techniques to add some noise between…
if you tile the mesh rather than the texture you doing splits preventing tri-stripping, doubling vertexes and their normals. The rendereres often couldn't do perfect seamless appearance accross those splits especially with such extremly deviated pixel normals as Eric said. I suggest to make tilable texture i.e UV going…
Hello 👋 Shading looks how I'd expect it to look like, regardless of modeling application. If you move one edge closer to another or add support edges, the shading will tighten in that area. To transfer the shading from a high-poly mesh, one would bake a normal map and apply it to the low-poly. It's also possible to…