As the polycount gets higher there is less need for painted detail in the textures and more need for "detail" detail which I think procedural textures exel in, thus SupRore is right: Up until now (or the near future) procedural textures always had a too computerized look because they didn't have enough "painted" detail.…
At XRS we create VR Archviz applications. We are currently
looking for someone who can help us light up the scenes. Our projects run
primarily in VR headsets, so we mostly bake our lighting with minimal or no
realtime lights. We are looking for someone who has a keen eye for creating
cozy architectural environments, as…
What you're asking for is a specular map. First make one good Alpha map for masking the hair. Then figure out your materials as solid colors and mask them off with the same alpha. Here's a few tips for you: Straighten your UV shells so they're mostly going along one axis. The way you have them at a 45° angle creates choppy…
Stunning work Malcolm. Max Payne eat your heart out! It also seems pretty clear that youre using a GI solution for your lighting set to a low-ish sampling rate? Is this enviro supposed to represent a realtime scene, or pre-rendered? The low polycount and texture resolution indicates realtime but the lighting solution,…
/me puts on Autodesk rep hat There have been a lot of things rolled into Max since 8. - Much improved pelt mapping. - Improved UV relax. - Spline UV unwrap. - ProSound allows up to 100 audio tracks. It is 3D sound, you can place sounds in objects and have it calculate the volume/position in relationship to the camera. -…
It kinda depends on the type of 3D work you're doing. Games are displayed by means of 'realtime rendering', that is; instantaneous renders for every frame. The only true way to show this is as you have been doing, with a screen capture of your model either in a game engine, or from the 3D app viewport (ideally using some…
Depends on what you intend to do Theres the 2 sides, 1. Offline 2. Realtime Some people only present their models in realtime environments because they think its the true way to go, dont know about offline rendering or think the rest is cheating or all of those 3. If you are one of those, you may want to use presentation…
Nice job! What is the intended use of the model? Is it built for real-time use, as in a game? Or is it built with film effects in mind? If for realtime, I would recommend not using a Boolean for the front lower bolt hole, since that creates long thin triangles. It would be better to use a texture for a detail like this.
I haven't ready everything in here, but I kind of see where Hazardous is going with this. I have a friend who worked at Rhythm and Hues on Narnia, and spent 4.5 months painting the FUR on the lion..... I believe he was one of 3 artists that worked on the 'surfacing' for the lion. His work was then then handed over to 14…
A little update on Mercury Shift's right here! :) Our lead programmer @codermic and I (@Klonkimon) put all our brain cells together to create dynamic water system for Mercury Shift. We call it dynamic because it simulates any kind of flow based on an input height map with correctly updated normals in realtime. But see for…