Hi all, There'll be a workshop coming up in Taiwan on July 1st-9th. We're proud to invite grand master concept artists Scott Robertson, Neville Page, and Sparth also animation style artists Yoriko Ito and Faye Hsu to give lectures. If you're somewhere in Asia, this is the chance you shouldn't miss to meet the grand…
[FONT="]YAGER seeks the talents of a passionate 3D Artist to work on an awesome and exciting unannounced AAA project. Were looking for people who love working in interdisciplinary teams with a flat hierarchy and in a fast-paced and professional environment. So if you are excited about working in a strong team culture…
Not bad, especially the head looks better. Other areas look just different to me. He looks a bit like he's shrugging with the clavicles raised that high. While I think the angle of the clavicles isn't quite right in the concept, either, and might be a result of wanting to show something that wouldn't be visible from this…
I am trying to render a reflective surface (the glass on a headlight) however vray's IOR is INSISTING on reflecting everything behind it 100% (with literally 0 control over that) Here is what the surface looks like with an IOR of 1.51: you will notice that the IOR is basically making everything behind the glass refract…
[ QUOTE ] -do you understand howto harness the power of per pixel fall off from per pixel lights. [/ QUOTE ] You might want to get a clearer definition of what your AD is asking for here. Falloff could be the near and far distance ranges that each light's intensity ramps up/down. Not a per-pixel effect, but per-light. Or…
Starting the new project. I need some classic hard surface modeling after the Church project :) I am working on NOKIA W3310 Handheld PC, based on this cool concept https://www.artstation.com/artwork/ob3GLW by IWSE Zhang.
If the 3D package your are using is for PBR, then there should be a channel where you can connect AO texture on it. Even thou AO isn't a best solution, it still creates visual fidelity. So you should use it unless your rendering application automatically renders it. The exact specular colour of a material or substance has…
1) If you export the diffuse and alpha as two separate files (24-bit Targas), you can use the alpha in the OpacityMask channel of the material editor. I do not know how to setup a texture with its own alpha. 2) If it is just a simple texture meant for the floor (not a static mesh like a door or rubble), then you'd select…
Yeah, but often you need to bake on a low poly envelope. For example a couple layers of camouflage mesh and a canvas tent beneath, all as a single layer of low poly surface. I mean with that mesh as alpha textures on hi poly. Octane baker uses the low poly object polygons as ortho projection ray casters along surface…
I`m pretty sure thats what the exact function of a gloss map *in thoery* should do. The blurred look comes from the surface having a roughness to it. the smoother the surface, the crisper the reflection. This level of surface detail, is usually so small however, that its hard to see in real life, let alone at game res. So…