Hey man, ☺ here we are again, discussing workflow enhancements. I have actually been pondering this myself. Although decal machine looks great it looks to be more suited to staying in Blender. It uses baked mesh decals and POM. Also, Blender has a native PBR viewport. As in a lot of cases with Max we have to hack it…
Hi. 1. This should be in the technical talk. 2. Unless its a stained glass, the glass parts should have almost zero opacity. If that doesn't give you the desired result because it reduces the reflections too much, you can try using fresnel as a base for the opacity. That should be fairly accurate as it acts the same as pbr…
Hi there! 👋 My name is Alizée Dubois, and I’m a 3D Artist with two years of professional experience creating environments and props for stylized video games on PC and consoles. I’ve had the opportunity to work on several titles, including "Sports Camp: A 35-Game Adventure" (Nintendo Switch) and "Puy Du Fou:The Quest for…
As a long time 3D Coat user, I'd like to chime in. I think 3D Coat is amazing for low poly sculpting and blocking things in using voxels and then bringing your sculpt to a certain point, but then there is a gap where you might want to take a sculpt to a more polished state after retopology. Zbrush's ability to allow you…
@count essential key to good textures are good resources, your stock for the textures looks kinda weak in the first place which will lead to boring looking assets. try to get stuff more varying look at ACTUAl patterns how they look like how they have different colors in different areas, how everything is not flat. you can…
Hm, alrighty. Technically, if you want to go physically accurate (In this case I do believe it will help), nothing on that spec map should have colored spec except the metals. Non-metals tend to keep to a relatively flat value, read more here. http://www.marmoset.co/toolbag/learn/pbr-practice…
It's not needless - it's in the interest if making materials physically plausible. "control" is the key term here. In PBR - you don't get 100% control over the way specular works. The math handles a bunch of it in a much more realistic fashion; preventing you from making materials that aren't physically plausible, giving…
Hello. I'm trying to animate a model for the Spring engine, which for those that don't know handles animations on a piece-by-piece basis in code (it's sliiightly outdated...). I've made an animation in 3dsmax, but I don't know how to get the rotations/translations (local axis) out per keyframe so I can use them in Spring's…
Freelance Marvelous Designer Artist for Stylized Animated Series (Remote) I’m looking for a freelance clothing artist to create stylish, animation-ready outfits in Marvelous Designer for an upcoming animated series on my YouTube channel (30,000+ subscribers). Project: Paid, remote, freelance/contract. Immediate start…