Hey guys, I wonder if anyone of you ever ran into this problem before: You're setting up your scene for baking, assigning the projection modifier etc. and once you're looking for the global supersampling option within the render to texture dialogue (options -> setup) to enable 2.5 star or so, it just isn't available!? I…
Howdy guys as you should know by now, im working on these weapons with someone which we hope to release on the net as a pack on turbosquid etc. However Having done the M16 basic mesh as a single 512x512 texture and the additonal underslug launcher as a 256x256,I now come onto the MP5 which has 4 variations.See below...…
Decided to join in with the fun! I have no real concept right now, apart from that its some kind of beastly rat man. So expect lots of things to be added or change as I go along. Backstory: Regis "The Rat" Buckley was a sneaky, good for
nothing, slime ball of a man. In the dark night he would scurry from doorstep
to…
I wouldn't hesitate though if there's a V-ray for Modo sale. I'd rather prefer that than zbrush bridge & keyshot. [ame=" https://www.youtube.com/watch?v=X5nQN0ZbOsk"]V-Ray | Modo - YouTube[/ame]
Hey this is looking really cool. I still don't get some of the god rays, On the second to last image in your second to last post, there are god rays beaming onto the cabin directly from above.
You dont have to make a cage, you could use the ray distance calculator in the tools section. That and use blocker files, which are planes, generally used on the fingers to stop these kind of ray casting errors.
Substance Dirt Masks and tools Download Substance nodes -RO AO- This is a new AO node that mimicks the ouputs of AO maps in X-normal from a flat texture standpoint. This is an expensive node and highly editable for different results. The base settings should be alright for most textures. -RO Overlay Grayscale- This the…
Its generally called "gray boxing", everything gets a mostly flat color and things are very blocky, just enough detail to describe what they are. In a way, its like making the entire thing out of collision meshes and leaving out 90% of the visual detail. Well... I think you might be biting off quite a bit. For the sake of…
Some SSS inside of an HDRI using mental ray. Maybe to me it seems slow in comparison to mental ray renders in 3ds max, which are faster, but your computer is unusable while its in use.