Nice job, your updated variable wear pass seems more subtle on areas that in my opinion are logical, in terms of both day too day operational requirements and terrain conditions. ZIO raised a good point, from my firsthand experience usually secondary armament will also show signs of pitting, scouring and 'bluing' all…
Its not that much a diffrence if you do a Game Char or one for Cinematics. You just bake a Displacement map instead of a Normalmap. And you spend much more time in maya modeling the best topo on the plantet. :dizzy: Cause the dispmap is just "suface noise" the shape does have to be modeled. And retopo wont give you the…
Hi! I have recently signed up for the 30 days free trial of Quixel Mixer and its awesome and very easy to use. I have created some materials in the Mixer by blending together a bunch of surfaces and it looks very nice. But there are some issues when I send it to 3ds max. In the Quixel Mixer Export section I click on the…
I have a question, hopefully someone can help me, how I can export as PNG a final render using Arnold without seeing the ground and the shadow can be used under any surface, with white surface it seems integrated the png exported from maya but with dark surface the shadow seems grayish as a stain as I can do to have a…
There is no direct equivalent as of I know. But you can use cursor tool with "surface project" checked in and Orientation: Geometry. it aligns the cursor to surface normals. Then Shift+A to add new object and select "3d cursor" in align drop down. Or just use shift+right click to to put the cursor on surface of anything…
After being inspired by the topology brush in Silo, and the model rig in the Zbrush previews, I started working on a script to do something similar in Max. I found a script called Spline Pencil that let's you draw splines on a model, and then took that and heavily modified it to get to where it's at now. I guess I should…
Where Tranmission tends to fail is when there are non-Transmission surfaces in front of Transmission. Then these typically get included in that offscreen buffer, which ends up looking wrong in the end. You can see that issue in action here, on the meshes in the third column.…
If you want to know the exact albedo value for something grab your camera and your handy Macbeth chart and go out for a shoot. That will get you the most true-to-life results. If you don't have a Macbeth chart see if you can find calibrated scan data online somewhere and use that to inform your texture. If you can't find…
Adding to previous posts, make sure you have proper smoothing groups on LP so that you dont end up with big surfaces with strong normal variation (if that makes sense) Also when you export to fbx or whatever make sure you check the triangulate box (which turns polys into triangles) because if you let later programs like…
The material values in our PBR tutorials are examples of specific materials, there will be variation with all materials depending on a variety of conditions so no you don't have to use those values directly, those are there mostly as a point of reference so you can see the reflectance values in relation to other materials.…