Bek polycounter lvl 5

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Bek
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  • Add a paint layer set to passthrough on all channels you want to affect, have this at the top of your stack, and use the clone brush. I'd also recommend disabling this when you go to make edits lower in the stack.
  • Speaking of ram, keep in mind it's crazy expensive these days and probably will be for some time yet - it might be worth looking at buying used ram if there's a reputable 2nd hand market in your country. (ie somewhere that supports returns if you ru…
  • Highpoly looks good, maybe a tad sharp; nail that steel material and you'll be my hero
  • Ah right, micro height, that makes it simpler malcolm said: That is exactly what I want. The video has no audio so I have no idea what the person is doing, so I apply the anchor to my heightmap layer, then add a fill layer above that, then …
  • Should be, you just need a filter that converts height -> curvature (in simple cases a highpass + levels might work, otherwise you might need to make a height->curv filter in designer or find one on share). Then you drive that filter with the …
  • I've never really noticed if any of those preferences make a difference but I haven't done much testing. The biggest factor I've found has been gpu driver versions (in terms of viewport perf.). As far as I know for computation speed, what you see is…
  • Weird because I did the same (Select main body, cut to new mesh item) and after that I could bevel the main shape fine (with the entire scene visible). But bevelling as-is causes a laggy interactive bevel. Testing on the loop that cuts down the midd…
  • That's just modo. But if you split things up into more layers you'll have better performance and a neater scene that's easier to work with, and not just in terms of performance. Usually I don't run into performance issues because of that plus the ba…
  • Mark Dygert said: Know you're tools, wow rude gandhics said: Well... then I wonder how Modo users would ever work. Modo has had a modifier stack since 10.1 (june 2016). Prior to that you could always keep duplicates o…
  • Allegorithmic have some nice discounts: https://www.allegorithmic.com/
  • Teaching children that paying money for the CHANCE to get something they want, leads to the learned behaviour that gambling is fun. Or perhaps it will teach them early on the pitfalls of risking the little you have on low odds. Though admitt…
  • If you get the same artifacts during POST then it's almost certainly a hardware issue, so you can probably skip the windows reinstall until you've tested the gpu. You could replace it with a nvidia 1050 (~$120) or search for a deal on a used card. M…
  • Some images from Perna might help you here: https://drive.google.com/open?id=0B50TkT6CiX5ydE4ya2lMSldISUE https://i.imgur.com/23Cdu5Q.png From here and here. See also: how u model dem shapes?
  • post hoc ergo propter hoc if you can open a (copy) of a known working project and break it again by opening it that way, that's a bug I'm sure Allegorithmic will want to know about. If not I'd assume it's a coincidence and cosmic rays happened to e…
  • almighty_gir said: You the player don't give a shit whether Gordon is a hero or a coward. You care that YOU are a hero. That is the entire point of the fps genre. It's even the point of first person perspective books. They're designed specifica…
  • Another masterpiece was released by the gods of prog metal today
  • I don't know why people insist on adding DOF to images like this; more than half the image is blank background already, and now you're leaving 20% of what's left clear? Are you trying to cover up errors? Or do you just not want people to actually se…
    in Decal Guns Reply by Bek Oct 27 2017
  • You could have duplicates of the export preset just with a unique suffix for each version; that seems easier than renaming the mesh. Or just export to different folders, but that gets messy fast. If you were going to be doing that a LOT you'd want s…
  • Perhaps see if you can disable the onboard gpu in your BIOS if you don't need it at all.
  • Thanks for the heads-up. The explanation of why he changed to free is interesting; anyone (considering) selling assets via gumroad or whatever service should definitely check it out.
  • If other apps can do it without needing the user to edit the registry and not having high tdr_delay is causing 90% of crashes I'd look into doing that. Especially since people unfamiliar with regedit seem put off by the new scary warning.
  • s1dK said: PS: but why only from this update we have that error showing up on SP startup and never before ? At least for me. Before it was only in the log — or so I'm told, I had not noticed it despite TDR being default. Nor do I get th…
  • Froyok said:  Also common resources can quickly change depending on what you are working on at a given moment. True. Perhaps allow the user to define the default resource type (and destination) in the settings.
  • Performance is definitely improved this update — exporting at higher res and switching between channels is a lot faster; perhaps that's just due to the reduction in vram usage. The fix to fill layers repopulating all channels when you clear the only…
  • Seneca has a modo script for that; UV Hotspots. It has various methods so you can match closest aspect ratio or closest texel density. He had a video showing it off on dropbox but the link is dead; I can reupload it if necessary (Also you should men…
  • pmiller001 said: Why cant i just slay my allies instead of talking to them? End the game in a n hour Ah yes, the Jorg of Ancrath approach. This is why I really like sandbox or ImSim type games (Deus Ex, Dishonored, to a much lesser exten…
  • I don't think it's unreasonable to want https when it comes to accounts that use your real name and can potentially affect your career if compromised.
  • https://support.allegorithmic.com/documentation/display/SPDOC/Performances It'd be neat if SP had some benchmark tool so people could test their GPU's and share how much an improvement they are. If painting is what you want lag-free try moving the …
  • Plastic tiling is too obvious, you need to break it up more. If you have Designer, splatter circular is a good way to go about this.
  •   more here: https://www.artstation.com/artwork/3nbrE
  • Just because it's a UV seam doesn't mean it HAS to be a hard edge. Soften the edge and your seam goes away — but you'll have to be careful that nothing too unique gets textured there, or you'll have that very obvious butterfly mirroring. And depend…
  • I haven't read the whole thread but just to point one quick thing out in your latest post; you should judge things with a material that lets you see the bevels more clearly; i.e. something that isn't so matte and bright: (that's a cube with a fwvn…
  • It depends somewhat on the end use; for sketchfab purposes overlaying it on the diffuse might be good enough. In game engines using AO as a standalone slot means that the AO can be shown only when those areas are in shadows — it wouldn't make sense…
  • You can find keybinds under Edit -> Settings -> Shortcuts. By default Y will remove the quick-mask, and T is to edit and use quick-mask (and I to invert). With that active you won't be able to paint on any areas that are masked out areas. As …
  • Once you import anything to a game engine, it automatically converts it into tris, so what is the use of creating it in quads ? Try working only using triangles. In particular, try selecting edge loops on a triangulated mesh. There's your answer.…
  • The SP exporter lets you pack your channels however you like, so simply export the opacity map however you please. In marmoset, you need to add the transparency part of the material and apply the opacity map.
  • Am I right in assuming you've split the textures up by metalness so as to not need a metalness texture, just two different materials? Interesting. And beautiful subtle materials as always; the plastic on the ironsight in particular looks really good.
  • Yeah those are the exact issues I think I mentioned in one of the recent 3ds max threads; you can sort of do quad chamfer in modo with the double stack... but not really. I even tried to do a basic script to apply a square bevel then a round bevel b…
  • You can do basic math in modo's input fields (most if not all) too. I agree with the rest though; if you have a moderately complex boolean stack (ie one with subdivides involved) and try to edit the base mesh you get instant regret. Hopefully that w…
  • hard edges at uv seams. figure out why they're good (there's a thread right here in tech talk) and use them. also unrelated to your problem but try and avoid long thin triangles, they're bad for performance (you can read up on that) annnd can easi…
  • Nope. If the slide tool can't get near enough what I want I just slice or add a new loop in.
  • I think you misunderstand me, because I agree with all of those points on text being better; I shared those very sentiments earlier in this thread. What I'm saying is there hasn't been any drastic change in our patience / intelligence over the past …
  • shawnolson said: From experience I know that a higher percentage of users (among my software) will watch a video rather than read documentation. I personally prefer making written docs over videos because they are simple to maintain and update.…
  • Very nice, I'm sure john wick approves. Really detailed and super high res textures. The only thing I'm not a huge fan of are the long wavy scratches. Presentation is fantastic as well, and I love the pattern on the rear part of the grip, just below…
  • Another gun for the Arma 3 mod RHS:GREF. Suppressor highpoly by clima_x.
  • There's no real 'cheating' involved in UV's, you just have to decide between more seams and less distortion, or the other way around. That's a simplification because you will also be taking into account splits caused by seams, and where hard edges c…
  • Mark Dygert said: I feel like we'll keep having this battle, until apathy wins and they slip it in under the radar, there are only so many "its time to save the world" calls that people will answer before they tune out. Seems plausible…
  • Snefer said: Also curious that you say Modo cant make real bevels without manual work? Pretty sure (please correct me if I'm wrong) he's talking about being able to do what quad-chamfer does in max: have consistent quad-based bevels + the…
  • perna said: Bek, I'm pretty sure Nex refers to the fact that you can search for text. You can not search for what is being said in a video tutorial. I also get what you are saying about the value of videos when you don't know what to search for…