Hi, I am interested in collaboration work and is keen to turn your designs for Sven into set for submission. I am confident in handling the 3D Modelling side of things, including UV Mapping, and Ambient Occlusion. When the texturing is done, I can also cover the work necessary on the Shader Masks if preferred (except Mask…
wasnt there a checkbox per object (in properties) that allows to disable shadow casting. I think per object there is two checkboxes, receive and cast shadows. that would fix the issue with matte objects casting shadows. about the reflection, no idea, but I guess you are doomed to masking the reflection manually somehow.…
What's your issue? The alpha is 8 bit if you're working with a 32bit image. Ie if your bit depth in photoshop is set to 8 bit per pixel then your alpha channels are 8 bit. The red displays as a mask in photoshop for visual convenience. nothing more. Just export it as a tga or tiff and check 32bit when you get the option…
Make the sphere bigger, so that it covers the leafs. Doesn't make make any sense otherwise.. And from your first screen grab i can tell that you haven't deleted the history of the leafs. The "Transfer attribute" is active until you delete the history.. Same goes with vertex position and what not (: When i did some trees…
Honestly that work looks like a transform 2d wouldnt really be an issue, or just utilize a color mask made with out of the overall pattern and then edited in photoshop. You'd be removing that one step from the procedural nature but everything would be able to be kept around that. You'd take your completed pattern and…
I would say, search for reference images of rusted objects similar to the one you are working on. Generally speaking rust happens evenly on unprotected iron surfaces exposed to moisture. So the rust pattern depends on - how does any protective layer on the metal looks like (e.g. scratches on paint, chipping paint, ...) -…
Pretty good so far. I feel like the hilt could use a little more wear and aging. In the reference, the most exposed surfaces are worn and polished through years of handling, letting the metals shine. The least exposed areas have aged and stained, becoming darker and more matte. Your textures look like pretty uniform except…
So I sort of figured out why the masking is weird, but I'm not sure how to prevent it. It turns out that my solid colors weren't completely sold, which is why i had multiple layers for each color, each with a partial mask. I guess I'm unsure how to do a render to texture in 3DS Max that will give me a solid color result.…
well, I came up with a workaround if someone is interested, but still, would like to hear how other people would go about doing it! so what I did was: 1. use mask pen with radial sym 2. extract the resulting mask 3. polish by features to clean any jagged edges 4. zremesh by half a few times - turn on keep polygroups 5.…
Your brushes have pulled all of the interior polygons hard up against the outside, so your dynamesh is screwing up. The easiest way to fix this is to turn on backface masking in your brushes > automasking menu. Once that's turned on, you'll be able to fill in the cavity a bit to add some thickness to your model - the clay…