specular highlights at UV seam
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Hi,
I have this model UV'd and with texture/spec maps from Substance Painter. I'm pretty happy with how close I've got the maps to look in Maya using just a Blinn and a few lights. I need a quick camera fly around/turntable. I don't want to start setting up render sequences for Arnold or MR - I only need a 2.0 lit playblast or something I can quickly edit on the fly on basic hardware. Everything looks fine, except I have this bad spec artefact on a UV seam. Is there anything I can do to fudge the highlights around this area - normals, shader, lights, or anything else? Or is it just a case of bad seam placement? Thanks |
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