Attack of the tiling textures! What's the best way to do stone but not have this ugly tile effect? anyway, I redid the wood, does that look better? I'm starting to get a hang of this thing I think. http://img337.imageshack.us/img337/2330/texturehc6.jpg
See that all the vertices are merged, the ones that are too close to each other because that will give you crapiness. Plus, you shouldn't divide triangulated mesh or even dynamesh. Watch this btw, it's really useful in your example: https://www.youtube.com/watch?v=Fg6QPJ7XirE&t=2337s
Nice Dan! Need color. Here's my start on the Ghibli week. It's stupid high poly at 2330 now. Going to try and reduce some. More concerned with the textures though. This is shown unlit with no shading currently. Using 1 1024x512 texture I'll prolly reduce that in half though at the end.
This is my current work in progress. I am modeling Jack Nicholson from "The Shining". I am only making the head for now. I am trying for a game friendly low (2332) poly version. Textures include 1024 diffuse, opacity, specular, normal bump. Any specific things I can do to make it better? Thanks
I AM SLOW, but it's actually a low poly now, all baked, working on the diffuse I think I maybe love normal map bevels a little too much, also I don't know what to do with the floaty part, it'll probably be glowy. 2332 tris is a bit high but it'll do.
http://forum.allegorithmic.com/index.php?topic=2338.msg11008#msg11008 Could someone from Allegorithmic talk about this more? I still feel like even with sRGB checked off roughness, the rendering is different between Substance and Unreal. Is that just me, or is this real? It's fine either way I'd just like to know.
run this script in your maxscript listener (F11 - > new script -> paste -> file -> evaluate script ) ---------------------------------------------------------------------------------- Fix MAX's window positions-- version 2.0-- max version 6, 7, 8, 2008, 2009-- written by Joshua Newman-- www.joshuanewman.net-- written…
you can use my bot any day of the week. its not really up to par with what you guys do. but meh :p http://img36.imageshack.us/img36/4093/botty1.jpg http://img202.imageshack.us/img202/9919/botty2.jpg http://img28.imageshack.us/img28/2339/botty3.jpg http://img44.imageshack.us/img44/9278/botty4.jpg
Charles Weitzer CEO\Senior Recruiter Subject Matter Experts, Inc. weitzer@ix.netcom.com Voice USA (510) 558-9182 Fax USA (419) 745-2336 also http://www.mary-margaret.com/ However ... FYI (in case you or someone else is not aware) most of these businesses are not interested in helping fresh talent break into the industry.…
This post based upon OP's numbers here http://polycount.com/discussion/171689/pbr-the-problem-with-greyscale-metalness#latest: I have several questions regarding this metalness usage plus a real-world example to ask questions about: (BTW this is not for game engines and targeted for 3DS Max renderers and such) 1. We are…