Pixologic is starting to show off some features of its next release, R2 of Zbrush4 So far they are talking about Zee- Best Preview Render EVAR!11 I'm sure if you watch Zee-forums they will have more in the coming days/weeks. "The BPR renderer in the next version has been updated to a full 32-bits floating-point HDR…
I am trying to use a 32 bit EXR displacement that I baked out in zbrush on a mesh but no matter what values I put in the texmap min/max, say -1 and 1, it doesn't do anything. My displacement is clipped at 0 with none of the negative displacement registering. All that is being displaced is the information that pushes…
Hello there. I'm currently working on creating a barrel plank and wanted to conduct a test bake, but unfortunately it's not working correctly. The least artifacts in the bake I get when using the 4k version, but I'd like to avoid using a 4k normal map due to the model being intended for a game. Here's my workflow for…
Truly amazing stuff in the Blue Dot video. It's one of the most impressive demos I've seen. If I didn't know it was 3D in advance I would have probably been fooled into thinking it's a real human actor. Two times where he raises his eyebrows it looks a bit uncanny for a brief moment. Specifically at 0:23 and 0:32 mark in…
Desperat uncle needs help. My nephew is gonna start at Babelsberg 3D-Academy. His aunt just bought him a MacBook pro. My part is to supply the monitor. My very amateur research lead me to the brands Asus Prorart , LG-ultrafine and Benq PD-Series. As far as i understand 27´´ is better than 32´´. i am gonna list my pre…
Hi polycomunity, I have problem with specular/gloss on my baked normal map. I have some artefacts there, as you can see on image. I simply export from Maya my LP and HP meshes, both are triangulated, LP have smooth groups and normals exported. In xNormal I set Cage and bake classic normal map in tangent space. Then I…
While using Arnold in Maya, I faced an unusual problem: There are 32 teeth models in the project (16 upper and 16 lower). I use 4 UDIM maps; one for each eight teeth. For some reason, Maya visually inverts the Normal maps along the Y axis ONLY for the lower teeth, while the upper teeth remain as they should (in the final…
Something that I did to increase the resolution was increase formatting from 8 Bits/Channel to 32 Bits/Channel which helped a lot, but not completely. It is fine for the most part now, but when you look closely you can still see pixilation. I'm fairly certain my UV's are made correctly so I don't know what I could be doing…
Render Cryptomatte . It was invented for exactly this kind of issues. You could use it then in any 2d composer or in free Blender compositing tab ( search for cryptomatte node there) and beauty AOV on a black background divided by 32 bit mask (un-premultiplying process) or if still not working re-composited back properly…
Total time 32 mins, including low/high/textures. In-game: Multishot ingame: http://www.team-blur-games.com/odium/cmc_head_ingame.jpg Diffuse only shot, no lighting: http://www.team-blur-games.com/odium/cmc_head.jpg Flats: http://www.team-blur-games.com/odium/cmc_head_d.png…