ive been pondering if it was better to use the blue channel of the overlying normal map for material blends like this? any idea if systems like this use the map space normal for blending or the object x map space (should be fairly easy in a deffered rendering system where this stuff is stored in a buffer anyway)
Wait, you like his lighting system or my new art test? I'll start messing around with lighting for this new chamber system because you're right that I should be doing the lighting a bit earlier. Plus doing lighting tests while it's still one solid color will help.
Thank you, Fansub! Yes, it looks like L-Systems is what i need. I was thinking about Maya`s Paint Effects, based on L-Systems. But Paint Effects do not allow to connect "veins" with each other. And unfortunatly i`m not familiar with Houdini((< and it is complex software AFAIK.
I did an experiment with this a while back for texturing a pre-rendered scene in After Effects using a turntable animation of a highpoly model. It's not the most intuitive system, but with a full multipass composite and 2d relighting system you can get pretty stellar results without ever having to press a render button.
Our take on a Metro-style main menu system set in London. The bombs dropped in 1945 and survivors live in the underground system only venturing above to scavenge. Made by ten 3rd year students for their final project at Escape Studios. Rookies Entry: https://www.therookies.co/entries/6994 Game Download:…
You can switch this up in the preferences. System > Preferences > Selection > Partial Polygon Selection Secondly if your coming from maya check out... System > Preferences > Remapping > Mouse Input Presets Maya (Navigation only) Navigation only is best, really helped me with the switch over.
Is your C: drive the same as your scratch disk in Photoshop? If it is, that's most likely your trouble. Well, that and your system specifications are pretty low for working in 8k resolution. I'd argue the minimum system specs for 8k are 32 GB of RAM, and a GTX 900 series card or better.
Depending on the render engine, there should be an auto LOD system that uses tessellation to work, so the animation would work normally. i think all big engines have a auto LOD system, or you can manually set the LOD meshes and the engine will do the vertex weighting automatically.
A PBR material is very similar to any material system used in 3D modeling packages or game engines. It uses the same slot based system of plugging in either textures or math into an input. Here's UE4 documentation on materials, but it applies to anything really.…
Yep, if anything Mari has a more powerful adjustment and masking system than even Photoshop, Mari supports solid color layers and has very advanced Masking that enables you to use a full stack of layers as a mask. The easiest way to imagine this is your masks in PS having their own layer system.