doc_rob - Thanks :) . Cool to see that one of the Mythic guys likes it, is this one of your concepts? kaburan - Thanks man, the spec has been driving me nuts. I think it looks better now, but I'm saving the update for later when I've gotten more done. ZackF - Yeah I've tried a ton of stuff to get the textures to look…
And that didn't work either. Despite everything I've tried (baking triangulated, baking quadrangular, using blockers, checking on and off random settings in Xnormal) I keep getting the exact same results with these projection errors on the inner sides of the archway.
I have been trying to create my ZDepth pass in Octane for 3DS Max to work properly. I'm not sure what the issue is right now, but it is only going from black to white. I have messed with the settings for the pass for an hour and can't find a way to give it the gradient looked needed for the pass.
Hi everybody, So as the topic title suggests i am looking to get softer shadows and also if there is a way to get some colour into them as well as brightening them up a little. Any ideas? Also if anybody has some tips on how to get a more realistic lighting setup in general then i would love to know of it. I have seen some…
Cheap/Ely; as stated, fraps is not an option, but thanks for ignoring what i actually said and giving me some useless advice anyway.(This is not aimed at you eric, i know you're actually trying to help =P) I think the fraps sound issue has something to do with vista, the beefy demo machine we wanted to use for recording is…
Edit: I realize that I may have posted this in the wrong forum section - if a moderator sees this I believe it should be moved to 3D art showcase and critiques Hey guys, I am new here to polycount. I was wondering if I could get some critiques on some scifi textures that I have made using Fusion 360 and Substance Painter.…
I got caught up in stuff irl, but glad to see Mark was able to diagnose. Honestly I probably wouldn't have caught that, since max settings aren't my forte.
I have lately been trying to better understand texel density within a modular environment because of a project I am working on where I have adjacent surfaces where light bakes in unreal are slightly off. There have been some really good threads on here and I think I am getting close but still trying to get the full…
There is alot of musculature you are missing. The bone structure is too strong around the jaw and not strong enough in areas like the brow. The example is stylized and the features are enlarged while the skull is small in comparison which suggests youth. In Blender you can set up an image plane and place the front and side…