Okay sorry for being a bit cagey about describing this. I've been able to narrow it down to simple export from Max, i'm using this inside of daz so i use a variety of programs but dont let that throw you off. 1 shows materials inside of max all multi-surface. 2 shows the materials inside of uv mapper. 3 shows my export…
@Eric Chadwick Found this: https://www.artstation.com/shinsoj/blog/Q9j6/albedo-chart The color space conversions formula. I am not sure how they are calculated. I tried converting linear rgb of 0.27 from the picked color to srgb and I got around 11.33 for srgb. How do u get the r, g, b for srgb vaules from a Linear rgb? I…
As far as I understand, there is no plugin so far capable of producing good FWN results without manual input. Every single one I've looked at can't distinguish chamfer surfaces from main surfaces and therefore distorts the normals of main surfaces. In principle it might be possible to write a plugin that can filter the…
Got a chance to crack open particle flow and it looks like you only need 4 things in the particle flow to populate the surface of an object with instanced geometry and while you can do it with a material you don't need to be that complex. 1) Birth 2) Position Object (Targeting the surface) 3) Shape Instance (Targeting the…
the short answer is that subdivision surfaces have made nurbs obsolete. nurbs are a very old 1960 stab at making smooth organic limit surfaces. they were used in film because they rendered smooth in a software renderer. no need for real time there. but they have many limitations when you try to make complicated objects.…
Wow, even more pumped now for the release! I really like the surface noise. I've been wishing for something like this. I am usually too pressed for time to alpha that stuff in, so I've been creating photo-based normals for surface detail. This might even help to prevent the common noob mistake of jumping right into the…
On mechanical like stuff, the only solution I have found is to break the smoothing groups where you have a UV seam, because you will have a seam there anyway. A lot of times I will chamfer the low (if its in your budget) and you wont notice this problem as much. On large flat surfaces is usually when you see the incorrect…
Great portfolio! Would recomend sending an email to Dekogon, got my first jobs there and was working with them until last year. They don't always have weapons and military stuff to do but they always have lot's of hard surface work.
@TheDawnfury No problem. Can you provide the requirements of your assignment for which the PS Vita is being created? I can't accurately judge your work without that information. My assumption is that it is to create a high-quality close-camera game-ready hero prop. Typical approach for an item like the PS Vita would be to…
Theory meets practice, and practice wins (the math works only in theory and with continuous functions). EQ and perna are right for the general case - normal maps can't capture vertical surfaces, so anything with a ledge perpendicular to the surface isn't present at all in the normal map, and therefore isn't taken into…