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  1. natevplas

    natevplas

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Showing content with the highest reputation on 07/02/2019 in all areas

  1. I guess I don't really see the problem either. I think this is how normal maps should look, and now that I hear more about your material settings, particularly that you're using Luminance, I'm not at all surprised by your result. My understanding is that normal maps react to lights in order to fake shadows. If your material is basically a light source, it's going to drown out any shadows, especially when the polys are generally facing you. If you need it to be luminant, you will probably have to use your PS texture as a fake Ambient Occlusion and pipe that into the luminance to drop it dow
    3 points
  2. I'm wondering if the layer mode should play a role here? IRL mixing colors is additive with light and subtractive with paint/ink. *Edit: I think I'm off base, but maybe this will help instead..
    1 point
  3. Thanks a lot @natevplas! I totally forgot about using occlusion. I tweaked the shader a little and I really like the results :) Here's an update : Guinea_Pig_Punk_.mp4
    1 point
  4. Yes, it works :). Thank you so much for your help!!
    1 point
  5. I am trying it right now and I will let you know about the result :). Thank you.
    1 point
  6. Cheers Vizn That problem went away in the end as the client changed direction. My big issue with it was having a separate texture for each leg as the files were real world print size and I couldn't have made a single map big enough to hold them all. Had I gone ahead I was thinking about projection painting some marks on each leg for say 100cm, which would have allowed me to just render out a slab of texture and then measure it up in pshop. Or on a similar note to test run it with a chequer shader over my main texture. It was a weird one, as rather than putting texture on model
    1 point

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