This is looking great so far! I think the primary thing that could really increase the image quality is to study Composition, and decide how you want people to view the piece. http://wiki.polycount.com/wiki/Concept_Fundamentals#Composition After that, I think looking more at real world references would help you see what…
So I'm pretty familiar with applying height maps on a single object, but I have no idea how to apply a height map to multiple objects that share the same uv map. Thanks in advance.
I've got a problem with a shadow of the box :/ As you see it looks like it's levitating but box sits perfectly on the ground, moreover this happens even if it's intersecting with ground. I have no idea what I'm doing wrong. I'm using 3DS Max 2014 and mentalray. Lighting is daylight system with mrSun and mrSky. Ground…
hi,i'm a noob here,been lurking around the forum for some time now and just recently bumped on something that have been made me feel hopeless... how do you guys make the normal map on the beautyshot looks so good?i try to use marmoset and yeah it was cool,but i can't export the animation into the program and i can't use…
Troll Hunter - my non-commercial game character fanart. The total polycount is 13.4 k triangles. It was important for me to work out the readability of the character in the game without lighting due to textures. All textures are made in substance painter using gradients. I hope you will enjoy.…
Hey all! I've been trying to figure out how to use a custom made AO map that I exported from Mudbox with my scene inside 3ds Max 2010. I'm not sure where I would use the tga inside the material editor. I've got my unwrap on diffuse color and my normal map on bump... where would AO go and what material type would I use? The…
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New to Quixel suite but not 3D. My 3DO preview shows a model in wretched shape - it seems the triangulation is wacked, etc. I've imported a textured .obj file, and imported the baked normal map (generated from blender). Since I can't adequately describe what has happened, I am including some screenshots showing the…
So I've done more tests. The attached image is the same cylinder with a normal map applied, rendered in dDo. A quick n' dirty bake, but notice the absence of those ugly lines down the length of the cylinder as earlier. The difference is that for this cylinder, rather than averaging normals for the whole mesh like before,…