Just a quick question. Doesn't ZBrush make use of fall offs for the brushes? Why are the "falloffs" essentially being painted into the alpha's directly? Anyway an alternative way to make an alpha would be to sculpt a piece and bake a heightmap from it. Since you are not entirely sure what an alpha is I suggest doing it…
Yeah haha, it is a really technical article. It's more about how it really works but really, making long story short, roughness is just a map that will tell how reflective one surface is based on grayscales. White in the roughness maps means it is completely rough so it will not reflect anything and black is just complete…
Sorry for the semi-necromancy here. But I figured out a way to get the values clamped without any extra scripts/plugins if anyone is in need of it. The r7_vertCurvature plugin won't clamp your vertex colors, so at extreme angles and/or with a high Scale value you can get color values above 1.0 rgb. In my case this was an…
oh... The script I've been using all along wasn't mop's script at all o.O Just tested mops old script and now I see what you mean that it takes ages to calculate... in fact it looks like my max is going crazy in mem usage as a result of using mops old script so I had to alt f4 it :/ Tried the new mop script as well, also…
Can you create beautiful 3D game art? Digital Chocolates Sumea Studio is looking for a talented artist in the Game Development Team. We are looking for the following skills: Excellent low polygon 3D modeling, texture mapping and animation skills. A superb portfolio demonstrating 2D and 3D skills is mandatory Strong…
Man this brings me back. Good work so far. Your castle geo is the best. Good over all shapes and accurate theme. A few things though. The surrounding rock/mountain shapes, not so great. The geo is flat and it's not the right Helms Deep style. If your willing to spend that amount of geo on that many boulders in the scene, i…
The weapon's looking great too! For the gloves and similar parts - yes you can make the highpoly one piece just fine (although personally I still prefer working on separate meshes in most cases), I meant that having separate pieces may be very beneficial later because you can bake a clean ID pass that will help you in the…
Hello community, I wish everyone a wonderful day. I have a question related to Texel Density. Currently, I am working on a medieval village map for my personal project. I want to establish a Texel Density standard for the majority of the modular assets in my map. I understand that, except for unique objects, the meshes in…
This is an interesting question. I'm not sure I'll do a very good job here as I can't think of a way to explain it simply (which means I probably don't understand it that well myself), so someone smarter can probably correct me here. Anyway I will take a stab at it: To explain it I think its important to understand how…
Hi - I can confirm that the email regarding the trial and the 50 points went through. A few notes : * Overall everything seems solid and works very well, especially for a beta. Some elements of Studio are a bit slow (color picker, layer operations, and so on) but this will without a doubt improve over time so no big…