How do i get a sharp env. map reflection... I'm making a copper dive helmet, but even if i set the gloss texture to 100% white it still doesn't reflect a sharp env map. this is the look im going for. http://vallejogallery.com/objects/diving%20helmets/Mark%20v%20number%205169%20%20D83/1000%20dpi%20front%20.jpg
There are a lot of settings in ZBrush controlling import. Look in the Preferences palette, for ImportExport, and you'll see a lot of options like "IFlipY" "ISwitchYZ" etc. See if changing them fixes it. Also make sure you don't have negative transforms (eg scale of -1.0 in Maya or -100 in Max) on the object that you're…
Hey there, I've been absolutely loving these tools! But I noticed the advanced modelling tools have a 10 to 30 second wait after I do an action. I select an edge-ring, and it freezes for that long. Then I split it. And it freezes for just as long. Kind of sucks, because it's so darn useful. Any idea why it would be doing…
If you save out a clip that is from frame 100-200 and load that into the motion mixer it will start at 0 and go to 100. You will need to manually move the clip down the line to start at 100. Also make sure you have keys at the beginning and the end of the clip. If have keys at frame 10 and 210 and save out 100-200 then the…
so a lot of you guys like the skin, so i thought i give some insight in what it is composed of. I used the marmoset skin shader with the dermis being white and an almost 100% red for the subdermis. scattering is 1.0 and subdermis depth is 0.4 no scatter smoothing. for translucency i gave him a saturated orange color,…
I've never heard of using UDIMS this way, to have one continuous strip of polygons to go from 1001 to 1002. WEIRD! It looks like texture filtering issues. Trying to wrap my head around this, I'm wondering if you could break texture filtering in a setup like this if you clamped the texture, so texture filtering would be…
Hi, Here is my showreel: https://www.youtube.com/watch?v=yOSUxTmmy2c Usually character rigging (including facial rig) costs up to $100 and takes 2 days. Animation speed and cost depends on its difficulty but it will be fair price not higher than $1000 for a month of work and everyday I will send in-between rendered results…
You might want to check your enthusiasm. The gold rush is over. If you want to make a million bucks it's about as hard these days as any other platform out there. That means it's not impossible, but it will take a lot of effort from a organized team. You'll need marketing, etc. Now. . .if you want to make $100, maybe even…
Unity automatically, by default, divides by 100 (no matter that you set meters as the working scale in Maya) any imported fbx file. You must either: 1) In Unity, set the scale to 1 (instead of .01) in the Inspector and then hit the apply button at the bottom of the Inspector window, or best solution: 2) in the Maya fbx…
I am building a huge map and am currently trying to figure out the best way to go about creating the terrain to be really unique and yet still be nicely optimized for game engine. (Im still deciding between UDK and unity) My method is creating chunks, similar to minecraft(except meshes). Each chunk will be 100m by 100m,…