Yeah biggest crit is that your uv layout is wasting alot of space that can be thought out better. The teeth have been explained, but think about mirroring the legs, and possibly the body and arms. That way you can give a higher pixtel ratio to those parts and push your texture further. If you want asymetry, then keep the…
I am trying to depart from that line of thinking; at times though, the only way I can describe what it is I want to achieve, is by describing it based on previous experiences. If that makes sense? You are right though, smoothing groups are very powerful and I do enjoy using them. I just have to figure out how to use them…
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 :)