TRAILER GAME: https://www.youtube.com/watch?v=BYSQDEBtMqo https://cdn.artstation.com/p/video_sources/001/525/602/dr-ae-01.mp4 https://cdn.artstation.com/p/video_sources/001/541/389/tbrender-main-camera-r1-002.mp4 Airship Nimbus I produced this ship for @octetostudios, as a Freelance 3D vehicle artist, during the second…
What Are You Working On? _adamturnbull ade2004wally Alemja Aluvay Amnoon Amsterdam Hilton Hotel another caveman AraksCG bejibo Benkeeling Bf.109 bolson bsichterman Chris Kuhner Christian Nordgren Cody_Williams Dickie diegohj Dovydas Elithenia Experience fabian3224 FullSynch future-fiction Gabriel Fernandez Gav Gisahdo…
Hey all, Sorry if this has been covered, could not find it. I'm using particles and the Instancer feature to scatter geometry around. I have three different source meshes and I created my own UserScalarPP value that use use as my index value. This value is used to choose which of these three meshes will be used for that…
The girl's legs look a little womanly/adolescent to me (even in the paint-over). She is showing some signs of puberty which is possible at 9, but doesn't read as a 9 year old. Some non-creepy reference of little girl legs (age comparison and all)…
I've had the same problem as Nazeil when exporting my final textures running CS6 x64 (Java updated after the last Quixel update, yesterday). In my case, I was using the Generic PBR (GGX) calibration profile: Error from Photoshop: "Error 8800: General Photoshop error occurred. This functionality may not be available in this…
I already had this tool created for someone here at work. Paste this into a new script window and go to Tools > Evaluate All. Then you can look in the Customize menu for "Toggle Visibility" You can change the visValue near the top to whatever you want before you evaluate. macroScript PlayfulToggleVis category:"Playful…
Hi guys, I've just published an update. Get IC.GeoEdgeLoop 0.2 from IllusionCatalyst website under Script section in MaxScript page. I hope you like it. New feature:* Works on multiple closed Edge Loops providing feedback on current status. Fixes:* Logic issue in Average function that could stop calculation after one…
I would recommend using inverted detail mapping on those large rocks. The concept is simple, you unwrap your individual rocks uniquely and sculpt and bake the AO and Normals. This essentially becomes your detail map. Put your texture together using this. http://docs.cryengine.com/display/SDKDOC2/Unified+Detail+Mapping Now…
Hey there, that's not actually your normal map. That map is a representation of... hm, how well the cage on your projection is working, red bits means Max is running into trouble and the cage intersecting with geometry from the high poly mesh. What you wanna do is look in the modifier stack whilst your setting up the…
Concerning lights you can use as many static lights as you want and bake the shadow maps for performance. So just place lights that have a low radius... from 256s to 512s and play with the brightness.. which should not be more than 1... i keep them 0.6 or lower... bouncing light should be 0.2 but it's up to you. also i…