Thanks for the input. Main reasons for me why I had this automated in this way are: 1. The masks are obtained trough the same algorithms of rendering as the normal maps was generetad, so edges, transistions, antialiasing etc are all the same in both masks and normal map. I also used to do it with wand selection but it's…
Did you give them more information beyond what was in that post? What was given wasn't really enough to bid on with confidence. I work more in the AAA space, but to give you an example, this is the type of info I give out in briefs to outsourcers: Software (Maya 2012, 3DSMAX 2013) Polycount (1500 tris) Texture count,…
1) You can do it either way, but there is another option. 3dsmax does let you apply unwrapUVW to a selection of objects and it lets you operate on all of them as if they where a single object, but they aren't. It applies an "instance" of unwrapUVW to each one. However it does have some issues with some of the tools. Relax…
Cool stuff! The one thing that stands out to me, is the highlights are pretty strong, almost as if it was stone. Wood isn't that shinny and generally any lighter colors are raised spots that catch more ware exposing newer wood, so its more worn down than sharp shinny highlights. The surface of cut, untreated wood has very…
The cool thing about pixars hair system is that it can generate volumetric hair based on a geometric shape. With tools the Hair/Fur modifier in max you grow spline guides from a surface and then try and comb cut and wrangle it into a useable hair style. People tear their own hair out trying to make something useable. With…
The red line points to the world origin which corresponds to the world origin in 3dsmax. They do that so you know when the root is offset from 0,0,0. Most people move the root of the skeleton hierarchy to 0,0,0 before export. If you had an animation for the flag skeleton you could "enable root motion" or "force root lock"…
hello what you need in arch and design is a glossiness map, and optionally a color reflections map (spec) but glossiness is the one you'll use to control the levels/roughtness of reflections. I'll quote Neil Blevins on this: "All glossiness is how rough the surface is, and hence how blurry your specular/reflection gets at…
Every block doesn't need it's own unique space, you can unwrap a few and then copy and rotate them to get variation. You could easily put them on the same sheet, in the window holes of the first mesh. BUT... I also think that making every block it's own unique piece is probably a mistake. Especially if you're using normal…
Hey. Haven't updated in a while and unfortunately haven't gotten as much done as i'd have liked. I have a couple more concepts though I'm a little meh. I've spend a little too much time doing, and redoing the females body. A little stupid considering it's not something that will be seen in the end. Will upload my female…
@the major - I welded the entire body back together in order to fix the problems I had with smoothing/silhoette of the car ive not cut them back in (scroll down to see!) its been very difficult to keep going back to the drawing board on some sections and the easiest way to do so was to keep the entire model welded…