Thank you Eric, I'll try that. Maya 2016 comes with a PBR shader called Stingray PBS but didn't try it yet. Anyone here did? Anyway, I think you can't render that shader with MentalRay or Turtle renderers and that's what I need. It would be nice from you at Quixel to add some tutorials about how to take what is made in…
Your list has some good stuff and also some biased stuff. These things from the list are either opinions, biases, or just misinformation. "Better UI" and "greater camera navigation" are mostly subjective. "Greater customization" is misinformation, at least compared with Maya (I can't say, for Max). They seem pretty on par…
Hi there! 👋 My name is Alizée Dubois, and I’m a 3D Artist with two years of professional experience creating environments and props for stylized video games on PC and consoles. I’ve had the opportunity to work on several titles, including "Sports Camp: A 35-Game Adventure" (Nintendo Switch) and "Puy Du Fou:The Quest for…
This is based on Alex Moody's briefcase tutorial from 3dmotive. I've done a little subD on and off for a few years and messed with the basic materials in Max, but this is the first time I've really done anything else. All done in Max and Photoshop. Screenshots are from the Max viewport. The entire process took forever, but…
Been trying my hand at a stylized, hand painted work flow for game assets, similar to Blizzard's hand painted style of texturing. One thing I have been trying to wrap my head around is using multiple normals from tiled textures for general texture, as well as including normals from sculpting in zbrush, for eg: hard planar…
Hey man, ☺ here we are again, discussing workflow enhancements. I have actually been pondering this myself. Although decal machine looks great it looks to be more suited to staying in Blender. It uses baked mesh decals and POM. Also, Blender has a native PBR viewport. As in a lot of cases with Max we have to hack it…
So we know PBR material use IBL to create lighting and environment reflection. But all the examples I know don't involve using translucent cube maps. Except for Maya's Stingray PBS. Do anyone have an idea on why? See below screenshots comparing default diffuse irradiance map with one I created from HDR image. (Maya also…
Hi. 1. This should be in the technical talk. 2. Unless its a stained glass, the glass parts should have almost zero opacity. If that doesn't give you the desired result because it reduces the reflections too much, you can try using fresnel as a base for the opacity. That should be fairly accurate as it acts the same as pbr…
Freelance Marvelous Designer Artist for Stylized Animated Series (Remote) I’m looking for a freelance clothing artist to create stylish, animation-ready outfits in Marvelous Designer for an upcoming animated series on my YouTube channel (30,000+ subscribers). Project: Paid, remote, freelance/contract. Immediate start…