Jump to content

Leaderboard

  1. natevplas

    natevplas

    Registered Member


    • Points

      3

    • Posts

      660


  2. deck

    deck

    Limited Member


    • Points

      1

    • Posts

      1,548


  3. Freemorpheme

    Freemorpheme

    Registered Member


    • Points

      1

    • Posts

      795


  4. Vizn

    Vizn

    Registered Member


    • Points

      1

    • Posts

      705


Popular Content

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 down in those wrinkled areas.
    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. 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 I was rendering a big flat slab of texture and then re applying that to the model for visuals, originally texture wasn't required to be on model but only printed, and finally just a big 4m slab of texture was what was supplied. Im still a bit confused over the need for everything to be square and need to look into the BP interface a bit more, if I have a pack sleeve or something at say 40*20cm and i bring that in as a texture, I end up with my UVs jumping from square to stretched etc, but using a square just adds lots of wasted space. Another thing on the study list. Deck
    1 point
×
×
  • Create New...

Copyright Core 4D © 2023 Powered by Invision Community