Adding to previous posts, make sure you have proper smoothing groups on LP so that you dont end up with big surfaces with strong normal variation (if that makes sense) Also when you export to fbx or whatever make sure you check the triangulate box (which turns polys into triangles) because if you let later programs like…
type in viewmode wireframe or viewmode whatever type of mode you want to view in here's a list of viewmodes taken directly from the udn * BRUSHWIREFRAME Renders scene in a wireframe view showing brush edges. * LIGHTCOMPLEXITY Renders scene using a special shader that displays the complexity of the lighting on (number…
If by 32 bit you mean 24 bit color with 8 bit alpha/transparency, then I have something working. Also, if you're wondering about a file format, .tif works fine. Its lossless and supports alpha channel transparency. Here is how you will have to set up your render layer for a depth pass with transparency though: Step 1 -…
>The points system it self is confusing May I ask what's confusing about it? From our perspective, it makes quite a bit of sense: 1x1 surfaces = 1 point 2x2 surfaces = 2 points 4x4 surfaces (coming soon) = 4 points 3D assets: varying points, generally 4 to 6 points Generally speaking, each surface is roughly $1 to $2 in…
Floaters 101: You need to have an "outline" loop of polys around your floater that lays parallel to your base surface. Around curved surfaces, your floater's "outline" needs to match the contour of the surface as well, again it has to be parallel to the surface. For floaters, the goal is too look seamless from a certain…
So I've been trying to improve my stone sculpting on a stylized level similar to Fanny Vergne and orb and I was curious what it was that I could do to get the surface detail to more closely resemble Fanny's Surface detail on her stones. Mine: Fanny: I like how she stays stylized but also implements some realism, I've found…
Nice job, your updated variable wear pass seems more subtle on areas that in my opinion are logical, in terms of both day too day operational requirements and terrain conditions. ZIO raised a good point, from my firsthand experience usually secondary armament will also show signs of pitting, scouring and 'bluing' all…
Its not that much a diffrence if you do a Game Char or one for Cinematics. You just bake a Displacement map instead of a Normalmap. And you spend much more time in maya modeling the best topo on the plantet. :dizzy: Cause the dispmap is just "suface noise" the shape does have to be modeled. And retopo wont give you the…
Hi! I have recently signed up for the 30 days free trial of Quixel Mixer and its awesome and very easy to use. I have created some materials in the Mixer by blending together a bunch of surfaces and it looks very nice. But there are some issues when I send it to 3ds max. In the Quixel Mixer Export section I click on the…
I have a question, hopefully someone can help me, how I can export as PNG a final render using Arnold without seeing the ground and the shadow can be used under any surface, with white surface it seems integrated the png exported from maya but with dark surface the shadow seems grayish as a stain as I can do to have a…