See that little bit of a polygon hanging out in the gray area for your brick texture? That's what the seam is. It's wrapping around to the other side in the middle of a polygon. Your texture isn't perfectly tileable. If it were, there would be no seam there as the edges of the texture would match up. I never used Quixel so…
For those who are interested, here is a description of my current setup. First I take my normal map into Photoshop and create two versions of it. To one I apply a Gaussian blur (8 pixels wide in my case), to the other I apply a high-pass filter (same diameter as before). This splits the normal maps into two parts, the…
Table of Contents Image-Based Lighting in Cycles Blend File Image-based lighting is a good way to quickly light your shot to better match a real-world environment. Cycles makes a lot of tools available to help you deal with image-based lights, and I'll show you a few tricks I've figured out. Start by checking "Multiple…
Disclaimer: While I'm a programmer, I haven't written a "proper" render engine. Some of what I say is from my own experience, and therefore may be less than 100% true. With that said... First off, one thing that we should be clear on with half/float/doubles are approximations of decimal numbers. Computers don't really have…
so my current project is this; my aim was to create something that was an extension of my illustration style ( http://www.medicinal-waste.co.uk ) merged together with what I do for a living, alongside making my existing style better through this technique. If you look at my samples on my illustration page, they are pretty…
Hey guys, I'm currently baking out my normal maps for a project of mine using substance painter. I wanted to keep a texel density of 10.24/cm so that I could have a high resolution across the mesh when rendered close-up. The issue is that to do this I had to separate the main body of my tank to two 4096x4096 textures but I…
hi every one .. i was building an object in maya and using zbrush for sculpting so i creat the ring in maya and got uvs later on i creat an alpha using psd as a text also a desing so when i took it to zbrush i drag it and maske it with inflant i get this pixle bad looking .. is there any where we can get better result
If you are not using one of the mask levels and have left it all black that can effect it as it says in the design document that at least one pixle must be white in order for the mask texture to work correctly. Hopefully this helps if not then I'm not suer I'm affraid. I'm having a few issues with my items myself lol :)
Hmm...not sure what her teacher was thinking but really having consistent texel/pixal density is key so planning ahead on choice of texture size would be essential and as for straightening edges, what I've managed to pick up along the way (...not a Texture Painter, here) so, if for example whatever in 3D space happens to…
The shading on the guy on the left's forehead is really weird. Doesn't define the shape very well at all IMHO. Also his eyes look very flat, I think it's cos you've made the eye whites, actually white. They should be a darker colour, and it'll look like they have more depth - also a 1pixel white highlight over the…