It seems that LEDs not only produce light but can be made to detect light (I guess it's similar to turning an electric motor to generate voltage). Here's a video of a cool LED/computer interface controlling a matrix of 3d cubes: click for video I have a big box of LEDs, I just wish I had the smarts to replicate this
For this contest I'm going to model this exquisite hand plane in Maya, bake it in Handplane and texture it in Substance Painter. These are the final renders from Marmoset Toolbag 3. I tried to replicate the look of the manufacturer's promotional images. This is the additional image showing the wireframe: This is the…
hello folks ! I've been poking around looking for a way to accurately replicate the way hair looks in overwatch into a couple software and I must admit I'm not satisfied with the outcome of what I have right now. so I would like to know how you would approach it ? the softwares are Unity 5, Unreal 4 and maybe maya, but…
Here are some screens on an Escape Pod I worked on today for portfolio use.. so far only the HP has been done. Wanted to post here before I start the LP.. kinda feel like the model could use some smaller details.. lemme know what u guys think. Reference ( more of a general guideline, Not trying to replicate it )
So in Maya 2017/18 they finally added the Grow/Shrink along Loop function, thank God. I haven't been able to find some script or native function that does the same thing for Rings though. Do you guys know anything I could use for this? I currently have a script that replicates Max' Dot Ring function, but it's not the same…
Agreed with gnoop - I despise the 2.5D canvas... Its pretty rare I need to use Zbrush for tiling textures these days, but when I do, its a combination of array meshes and offsetting (under deformation menu). If you work with the Zbrush 2x2 plane, you can place subtools on one edge, then offset them by 200 on whatever axis…
@The_Jhamm3D please send me a DM! I'll get back to you by monday at the latest. I think I have replied to each person who has messaged so far but if you are still waiting a reply please message me again. Can also reach me at #aljav on discord.
I have a material based on distance rendering, which uses different maps for near and far distances. When using RVT, I use ViewProperty's VTMipLevel instead of the camera distance and there is no problem. But when I use SVTBuilder to bake higher mip, the distant areas all become the near-distance BaseColor. This makes me…
People will always compare it to the original and look down on it if its not as good as theirs. If you take the idea of Metal Gear Rex and make a version of it that is current gen and it looks incredible you could get away with it. Replicating exactly what has already been done is bad imo. Make it your own.
Woops. Well I made a new file and tested sRGB and it seems to be working fine. I'll do a few tests later to see if I can find out why. The issue can still be replicated and doesn't seem to be fixable in the file I first tried it on, I'm just unsure why.