I want to have a default directx material with specific shader graph file in my 3ds max. How to do that? With 3ds max 2016 I was trying to load sfx file via maxscript but couldn't find any information on how to access ShaderFX Editor. Also, I was trying to make a default my sfx shader graph file without any luck? I cracked…
The sheep was done the very first time i've ever opened zbrush in uni in 2016! I was in Uni, listening to the lecturer speak presenting the program to us! These three were made a year later in 2017 when I actually started using the program! I think I was trying to get used to zbrush adn using the tools in it. Clearly a fan…
Is it only me or the texel density tool are not working at all in 3ds max 2016. i have tried every possible way and clicking on the normalise or pick button do nothing at all and the number field stay at 0 value. Any help^would be appreciated since i need to normalize my uv shell so they are the same texel density without…
It's for "fringe" cases of non-metallics that fall outside of the 0.04 reflectivity range. Some gemstones can go up to 0.16 for example, while skin is 0.028 and water is 0.016, which are both much lower (almost half for skin and below half for water) than the blanket value. The "specular" input in UE4 and Toolbag2's…
Seen a lot of progress comparison images floating around the internet recently. Figured I'd take a look at what I was working on before September last year and do a comparison. So here's what I was working on around August/September 2016 (I'm sorry for your eyes) and here are 3 finished pieces after 6 months working on my…
yeah this has messed me up too. check out this link, i think you can uncheck the smooth icon and it won't affect your smoothing groups. don't have 2015 at home to check.…
To my knowledge, linear workflow has nothing to do with those settings you refer. Linear Worlflow will only affect color inputs on your object. In Maya 2016 color management is much easier. You shouldn't worry about it when rendering a pure mi_material. The viewport already use sRGB gamma by default. And color inputs are…
I would probably be the minority here... But with future iterations, if they can get the same performance in Maya without any bloat headaches I might find myself going to zbrush a lot less if I could just brush and paint ( and dev my own pipelines around as much ) in Maya. ( talking bout the new mudbox sculpt tech being…
Hey Thomas, yeah DK1 is not supported anymore, and the latest runtime update (0.7) makes extended mode obsolete so your DK1 will not even be detected anymore if you upgrade. AFAIK latest Unreal release is using 0.6 still, which should still work with your DK1, but I could be completely wrong. I haven't touched my DK1 in…
@JedTheKrampus that is how I understood it too and Bastien had written this; I’m still maintaining current FBX add-on, and will keep doing this. Further more, I’m obviously available to help anyone who would like to work on this format, to get started with current code (which is everything but nice and simple), etc.…