A classic question I'm sure. I want to make some nice looking clouds for a scene I'm slowly working on that's set high above the clouds. Basically floating island. So what's a floating island without some sexy clouds. How would I go about achieving this effect? Perhaps a non expensive method since I am slowly running out…
Probably the diferences are due the way the different programs perform the conversion of the 8-bits image into floating point. xNormal uses SSE to perform the conversions and, if I remember well, the SSE instruction set allows to relax a bit the IEEE 754 floating point standard to optimize. If the NVIDIA's plugin uses x87…
There is probably something obvious I'm missing but I can't figure this out. This is the normal I rendered in UE4: Now I tried lots of things to convert it but the flat part is never the usual 128,128,255 RGB. Here is what I tried: Adjusting channels in Photoshop, Using bake model information with a flat plane in substance…
Hey guys! I'm trying to get my model into Maya to render it using Arnold. I try using the Multimap exporter, but every time I execute the export maps it returns flat displacement maps. Normal maps and polypaint data maps return results as expected and working fine. The only point of issue here is the flat displacements…
My dad sent this to me in an email. Our family has had a rough history with dealing with all the BS of our medical system (my mother has MS, and so we've seen plenty of junk medical science in our day). Of course this example is a little exaggerated, but honestly it isn't by much. Just wanted to start up a conversation…
Hello everyone, I'm trying to create a ground surface dirt texture that has golden trinkets spread around it. I've made several golden trinkets in zbrush and painted them in SP and then imported them into 3ds max where i use physics to drop them onto a flat plane. Once i'm happy with my scene i bake the geometry onto a…
Yesterday I was happily laying out buildings in my city map and managed to generate a single p4 changelist with over 180,000 files in it. The number of actors in my level isn't a problem in itself, where I'm getting issues is that p4 does not like having 180,000 files in a changelist and the resulting upset seems to be…
I'm working on a table, however I'm trying to make it perfect as far as topology. On the left side is what I started with and on the right is what I've been doing. I keep trying to find info about using triangles on flat planes and most resources say not to, or not to have long thin ones. What are your thoughts on…
Thanks! To be totally honest, my plans for it are pretty open ended at this point - at least in the long term. Since you mentioned Marmoset, I don't really want to compete with standalone tools like that because I often find them quite cumbersome for quick iterative tasks. My main issue with bakers like Marmoset,…
I am a newbie in 3d and I am trying to figure out how to properly make hard surface high-poly meshes. I am struggling to bake a flat surface onto a smooth-normals low poly mesh even with the most basic setup (a quad). This is my low poly: This is my high poly: Both models have smooth shading on all polygons. High poly…