VdbRemesh VdbRemesh is a C++ based Multi-threaded, openvdb based remeshing modifier plugin for 3dsMax. It comes with a procedural filter stack that has 10 filters ready to be applied in any order. Since it is a volume based modifier, it works much different than the traditional surface modifiers. Since it is a procedural…
I have a snowy terrain that has displacement and character footprint interaction as they move through the snow. I need tire marks to show as well and Im unsure of the best approach here. Using decals doesn't work well because the normal map has issues over tessellated snowy terrain. Using meshes wouldnt work either because…
That's indirectly how I got my first game-industry job. I was still in school, actively posting on here, but not looking for work. Ended up finishing school remotely the next semester! I helped a friend get hired in a similar way. From what I've seen, I agree with the small polished portfolio vs. a large unfinished one. I…
Thanks Eric Now GPT finds this exact thread, gives an exact link and says "no , no such thing possible and I did hallucinated" Thats funny . I asked it if any new cool vector spline based tools surfaced a while ago , whats new in vector editors in general and if something close to old Expression software "skeletal strokes"…
My atempt at explaing this. Forget about the normal map first and just consider the lowpoly mesh. For each pixel that is rendered on the screen a normal is calulated by averaging the normal of the polygon being rendered and the neighbouring polygons. You can google this to get examples of algorithms to calculate this. The…
Honestly the more I learn about hard surface modeling, industrial design, and how the world around us built in general the less impressed I become with Zbrush hard surfacing. The tools are very limited and down right awkward compared to other approaches for hard surfacing. The curves are a joke, especially the clip curves…
Nice project, I think it's atmospheric :+1: Looking closer, here are some points that stood out to me: * Most notably, I think the tiling of surfaces is a bit too large, other sizes/proportions might benefit from some dialing in as well. What is the dimension of a wall tile currently? I would double check against some…
I have dabbled in 3d and 2d and seem to get side-tracked, or life throws me off whether its a ridiculous job or whatever. I am finally in a situation where I have more time to create art and can still make ends meet. My question involves me wondering what to do to actually get some experience going. I realize concept art…
On the face of it an interesting closed source option however I think a brief workflow overview would help, thus enabling people to assess either it's pros or cons themselves although appears your demo is no longer available? Side note - for hard surface stuff I make, a native voxel remesh technique seems straightforward…
Has this been implemented in blender yet, the advantage of this modifier in 3dsmax is that it tessellates the mesh suface uniformly, kinda like dynotopo but it does it all over the surface, very useful with objects that are not just flat planes for displacement maps.