Hey Guys, Having problems baking a mirrored normal map, pictures will prob explain better than I can - ALL faces set to one smoothing group - MirroredGeo set to different smooting groups - Normal map in diffuse Channel - The UVs As you can see, when all faces are set to one smooth group I get a weird offset seam, any…
Hello, I'm modeling a small scene in Maya and setting it up in UDK. Within this scene, I have a structure that is utilizing two tiling textures. My goal is to be able to lerp the two textures but to have the alpha mask from one of the diffuse maps not tile. The only way that I know of doing this is by setting up different…
Hey there. So I threw in a quick a hardsurface mask, baked to lowpoly and imported it into Unity. The mesh is mirrored from the middle I notice that the seams on the central vertical axis of the mask appear funny. Is there any way to stop the normals to act wierd in Unity ? Apparently the normalmap interpretation of Unity…
Hey there, I´m trying to prove my skills on a complex model (see the joke there? :D ) It´s just for fun so don´t be too critical on my work. I´d like to know if there would be any issue (like visible seams on model with final texture) with this seam on its back there.. please note that there´s no material added to it..it´s…
I've never used Mudbox before, I've tried the Substance Painter beta (which looks promising). Does Mudbox allow an artist to paint textures on a model in a similar fashion to Substance Painter? For example, if I'm painting metal onto an object, will it also provide me with the spec and gloss map at the same time? Like, if…
Hi all, so I have searched the web for some time now looking for some solid information on using Quixel with UE4 - in particular, which maps go into which material slots~ So, some are obvious --- AlbedoM = Diffuse AO = Ambient Occlusion Normal = Normal Metalness = Metalness But what about the others? Bump Gloss Can I use…
I'm a noob at using shaders, so I'm having some trouble with JStyles newest skin shader. Here's an image of the result I'm getting: The lighting is on the opposite side the light is and is acting wierd in general. It's got all the standard settings, I'm not using a nomral map, just a brown colored diffuse map at the…
Hi everyone, sorry i haven't posted in a while just being doing other modules and caught up in a lot of work for university. Below is my near completed model, im trying to look for texture faults i can fix in Photoshop. An extra eye and critique of my final piece would be appreciated. thank you. (the face isn't marked so…
This is a scene I've been working on for the past two weeks and its getting to the stage where it's almost done, aside from some little things need fixing. This piece of work will contribute to my demo reel along with a number of other scenes that are incomplete. Anyway, it would be great to hear some feedback on the…
Here are a few renders and maps of a horse I'm working on. I do not have a diffuse map yet. This was all done in 3D Studio Max 8. The low poly is 3110 polygons, and the high is 12476. Any c&c would be great. Low Poly: Low Poly Wire: High Poly: High Poly Wire: Bone Structure:…