Like Gir says. Here's a great example, step by step, from Daz. It's from a few years ago, but the principles are still very relevant. Well worth the read. http://www.cgarena.com/freestuff/tutorials/moff/index.html
Just like Kitty said, the best way is to just plan ahead your topology before using boolean. This video for example, well, not exactly boolean but you'll get the idea https://www.youtube.com/watch?v=U7HG6XJsKoQ
Hi Owers, Popped into shader forge and manipulated one of the example shaders to include diffuse, normal and a value for the spec. Seam still apparent, would you mind sharing the custom shader attributes you've used? Cheers,
There are some pretty rough example files if you do a thorough search for 3d scanning devices and services, but the real quality stuff that movie VFX studios use isn't really available anywhere, not even for demo purposes.
Depends on the level of detail needed. Sometimes you might just use the same texture tiled differently. or You can have custom decals for that. Here's an example from Vincent Derozier: https://www.artstation.com/artwork/20xea
Here's the formula: METERS X PIXEL PER METER divided by TEXTURE RESOLUTION = TILING VALUE So, for example let's say you have a 2m2 wall and a 512 texture: 2 X 1024 / 512 = 4
Word. What happens for example IF you're client wants you to send the .max file and they use and have a commercial license? Factor in your rental cost when quoting and if you have to use an AD product. :thumbup:
old topic, but i have the same question, is there a feature in max 2017 that rese,bles Mayas move and sew? like for example if i want to get a grid like shell for a pipe that i flatten mapped before?
The word 'realistic' means different things to different people. Many Dutch students use the word to describe a piece that is pleasing or detailed for example. Just so you know. I don't mean to start a discussion on the term.
nope... a lot of features are taking more time than a year and therefore they are not showing up in this release... there is a lot more goin on behind the scenes... for example ICE (moondust) in softimage took about 3 years to get into a release...