sorry for this insanely late reply, Im still at uni, in my second year. Update for the work in progress >>>--- need to give this to a teacher so he can actually see if im making progress. still a lot more i have to do, most textures have a normal diffuse on them at the moment. and a couple bumps here and there. still got…
TechTitans Creative Technology Hub invites 3D artists to bring Zeus, the king of the Greek gods, to life! Let your creativity and skills shine as you design a stylized low-poly Zeus model that fits the aesthetic of our game, Land of Titans. Why Participate? * The winning model will be featured in Land of Titans! * Compete…
Hello my names charles I've decided to write this on a forum because this problem that I have I've never encountered before since making normal maps and rendering them in 3ds max for 4 years lol. Headsup : I normally create my normal maps in zbrush and export it correctly for 3ds max which is to flip G in the normal…
Hi, everyone 🙂 I am finishing my course in 3D modeling and animation, so I thought I'd open a sketchbook thread. I've been working as a freelance illustrator for some time now, but I wanted to try out learning 3D. Any feedback and crits are welcomed. The course was very broad and in the time span of about 4 months we…
Im not using Quixel stuff yet. (Still need to buy Zbrush too... ) I'm not sure what you mean by adding padding to the mask, but i will try to add padding to the render, then crop the UV islands with the selection of the blank space from the solid color UV render. Also, i should come clean for any other beginners and report…
not true unless energy is conserved throughout a surface's direct/indirect reflection i.e. specular and roughness and diffuse affect each other + they are calibrated to allow for measured material roughness/specular values to be recreated in the renderer (important distinction being measured instead of observed) it's a…
I know you guys aren't very render-centric, but neither am I.. suddenly I'm needing to render something and it's really getting to me.. In 3DSmax 2009 I have an unwrapped model. Everything's fine in viewport, works normally... but every time I tell it to render, it seems to nudge all my UV's to the right just before…
You're correct on all points! Shaders can be lit with per-pixel lighting in two ways, either forward or deferred. The shaders themselves need to have two setups, one with deferred passes, and one with forward passes. When your project (or camera) is set to forward rendering, it will render all shaders that support forward…
Well from a technology standpoint, UDK and UE3 are the same thing (I'm sure Epic has added a few neato things to THEIR 'copy' of the engine that isn't in the UDK but that's beside the point). You bring up Max rendering, I wouldn't use max renders for anything except showing high poly work (I usually show a high poly max…