If you're using local reflections the missing detail is expected. Local reflections uses a screen space technique, only what is visible on screen can be reflected, so the back sides of faces will be missed. This is usually a lot more evident with mirror like surfaces such as this. You can try using Global Illumination as…
Just look at some global illumination examples might help. for one corners of walls and thing tend to appear dark. might want to use some secondary colors simulated by bounce lighting. look at your scene and see if there could be any bounce lighting. then fake it with a light source. I don't know if max has something…
Hello people! I have exactly the same problem, only that with the difference that in that file I already have written exactly this: global string $ GoZPublicPath = "C: / Users / Public / Pixologic /"; Yet the ZB still does not want to send files to Maya. In fact, I get this message when this problem occurs to me. Еrror…
Man you are really on point! I noticed about the lashes later on, they seemed to be washed out somehow after some local reflection/global illumination setting(not sure), but I already decided that I am done with this project. I actually have a cut on the left side of the face but it is small and very low got covered by…
Mark is right but its not something that can really be fixed with some bluring or filters. You are using a lot of base textures and almost global overlays which are adding to the noise. Especially for metal I would start with a solid color and slowly add texture in logical ares of the model. Here are some examples for you…
Meh, looks like the next version will probably be a bit better than 3D-Coat in the end (that symmetry plane, as well as the brush are also almost exact copies of 3D-Coat feature actually, hehe). It's mostly the new symmetry tools that interest me the most, as 3D-Coat only has a global symmetry (symmetry planes) that is…
So more progress, ive tried implementing some feedback that you guys gave in your crits. -Ive tried changing the light colour a little to some deeper blues and added some orange to the main light. -Ive reduced the global fog level as it was overly harsh. -Ive added some ground fog to the environment that fades dependant on…
Oh yeah I see that's useful. I'm pretty sure it caused conflicts even on the same subobject levels in the past for me but that might've been resolved now. Actually,just made me think that maybe commands should be split into two categories; those that are sub-object sensitive (e.g. Create Polygon) and those that are…
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Assuming I'm understanding your comment : I was trying to use the skylight to fill in the shadow areas without placing individual lights all over the place. The skylight is for baking just like any other light, I was using it as a global way to fill in the shadows in a not-too-flattening way. That is what it's recommended…