Hey guys. Lately I've been getting into animating my props and such (It's awesome!) and I was thinking of writing up some stuff from my latest "play around with stuff and do cool shit at home"-sessions. Maybe some stuff on how to do some easy animations and how to set it up in max and get it into UDK the easy fast way…
I think you're approaching the problem in a way that makes it more difficult than it needs to be. you can get away without doing anything custom in these simple examples I generate a random luminance per cell (you could do this with flood fill or any of the tile nodes) apply a curve/level/histogram scan - all of these…
You might want to spend a bit more polygons for the cylindrical objects for LOD 0.They are looking blocky. Overall I cannot comment anything on the project yet as it is something you make and there is not anything referencing from. Place the camera at eye level, about 1.8meters. Thats how we get a better understanding of…
Hello, I’m BlakeSmith, a professional VRChat avatar creator with over three years of experience in designing and developing high-quality custom avatars. Turnaround time typically ranges from a few days to several weeks, depending on the complexity of the project. I prioritize clear and consistent communication throughout…
Hi Billy, Thanks for the answer. I have to retry the Disney PBR, as it wasn't getting anywhere close to 3DO. It might be the .tx conversion in Arnold5 that is confusing. I also tested the PBR GGX setup, and that was giving me the same result as the Disney PBR: The specular roughness is way off and too glossy. In the end I…
Forget the low odds of going from school to AAA. The way I hear it, the odds of going from anywhere to AAA if you don't already have experience are quite remote. And of course, even if you were in it, you'll just as easily get booted out because they massively overspent on production and can't possibly turn a high enough…
not sure if that's just the tech i get to work with but if i have uv borders at all kinds of crazy angles, i tend to get more or less noticeable normal map seams on the asset. i found it best to have somewhat straight horizontally or vertically aligned uv borders to work around that.
Ace-Angel: Oh alright, I was wondering what was the difference of the two. Like you mentioned, it isn't very apparent from the start. I am trying to render out some videos of the work I am doing, but I'm not getting the best quality out of either program. Here are two examples: [ame]…
I have a little 19" Bravia that's serving as my second display in work... I'm having some trouble getting anything good out of it. I go through the nvidia properties and set it up, it says its set up for 1080p and all that, all maximum settings as far as I can see, but the image is pretty blurry, and even jaggy sometimes.…