20mm is rarely used in film (unless you're Terrence Malick 😅) It's just generally considered not very cinematic: It just starts looking more like CCTV footage (or an amateur environment artist portfolio😬). More cinematic camera angles are usually the ones with longer lenses but of course it varies based on intent. If you…
Nearly finished my basic port for 3ds Max. this little script can start xnormal, bakes high to low and can visualize the result via the Xoliulshader. hope i got not that much bugs. still new to max script :poly142: this tool only bakes one lowpoly in your current max scene. the highpoly has to be finished with some other…
Great recommendation guys, I'd also like to add that it's VERY important that you check if the cans you're planning to buy require additional power from an amplifier. Most of the higher range (starting from HD600 onwards for Sennheisers) need a lot of juice to power them, or else you'll end up with a fairly flat and…
Watched some people playing GoW at the office today... very pretty game. It's the consistency that gets me, everything just fits together really nicely. There were some odd choices, texture-wise, here and there - within the first minute of the game you come to an objective door which says "Alarmed" on it, but the texture…
Q:How do I enable SSS? I can't find any references to it. A:Make sure to turn on IBL first,below two parameters plus two textures are responsible for SSS effect. -Specular Highlights Strength -Rim Specular Strength -Specular Level -Gloss Texture Q:How do I enable soft shadows? A:Sorry,this is a shadowmap's demo that…
FullBlast is on Steam Greenlight, any vote or help spreading our project is more than welcome :) https://youtu.be/4hXdLm-lgqI FullBlast is a retro style vertical Shoot'em up that will delight nostalgic players who have grown up playing SHMUPS on arcade machines. FullBlast's graphics are inspired on titles from the 80's and…
Hey all so I've been posting stuff in the PP section during th course of this project for school. I'm a first time noob at modular workflow so bare with me. So far, I've been making the square power of 2 textures first(or some un-square iteration), putting them into a 2048 texture atlas, and then just breaking the chunks…
Hi there i made a script for automaticly assign a texture size based on the texel per unit settings. this is used for a lowpolymesh to bake with a highpoly. since the bake functions in max are a little limited, i implemented a port to xnormal as well. works pretty fine but there is a huge problem. to get the lowpoly mesh…
The way he's punching the dummy with his shield is a bit weird, there's no power, you should not make him raising his left foot ! You need to twist your torso/ your right foot go forward but your torso is still twisted with left arm behind / and now you twist your torso back with the arm right in front of you in a straight…
Oke, I tried changing it to 256/512/1024 and the sizes of the boxes to 16/32/64. It works for all the patterns except the 3:1 herringbone ones. Since the length is 3 times the width, they are 48 by 16. If you divide 256 or 512 or 1024 by 48 it'll give a result with .333 or .666 which will make it impossible to make it…