Excellent, I have fixed it now. I am viewing the shader in RenderMonkey and it seems that the default cube model it comes with has its UVs layed out as a cross shape. I exported a default cube from Max and the shader looks perfect now. It was only a simple effect - I was trying to make a fan blade spin. Thanks for all the…
i use a bamboo at home. does the trick from a functional standpoint ( though i really miss the app specific settings of the intuos. fuck you wacom for leaving that out of these lower priced models ) so i feel little need to upgrade to an intuos 4 exceeeeept that the fucking little shit drops out ten fucking times a…
I am interested in the hand painted process when it comes to shadows and having a directional light in your scene. Im having an interesting discussion at work regarding painting in shadows on a model and it conflicting with the directional light. So how does diablo 3 handle how the lighting in their textures, is it a basic…
Hi all, I'm creating a new character. I currently have 3 texture sets for it and was wandering if that's too much. I'm want to size it down to 2 but I don't want to lose quality when I end up texturing. This character is gonna be used for rendering for now but later I would like to implement it in a game. At the moment I…
Hi! I'm making assets which are to be used for destructible meshes in Unreal Engine. I'm running into a problem with the bakes and I assume the Ambient Occlusion. I don't know how not to get the data from Zbrush concerning where different meshes overlap for when baking in substance painter. Each piece is separate in Zbrush…
I don't blame him for not wanting Spiderman 4 to be the same kind of abortion 3 was. Better not to rush it and stuff so much in again, or release it at all, it seems. It's disappointing that 3 even exists because the series should have continued getting better each iteration. not worse, especially with the amount of time…
These are just my two cents from the perspective of a stylistic prop artist, but hopefully some of my words might help a little! As others have suggested in this thread, in regard to not having experience, you could always try your hand at freelancing/commission work for indie devs. While they may not be able to provide a…
Hello, i've been learning 3ds Max for a fair amount of time now however there has been always one question that I cannot find the answer to. OK, so I know how to create probs using sub division techniques like turbosmooth and mudbox etc... But would I use the same technique in creating an object like a house? Thanks for…
Hi all, Uni student here. I'm still pretty new to 3D work, and I've just finshed retopo on a bust I did in Zbrush. I would like to take this character in VFX/Cinematic type work when I'm finished with it. I'm watching a tutorial, and he has his maps like this - this is UDIM right? This sort of workflow is ok for cinematic…
hello like the title says im trying to figure out the best approach for making a brick wall and arch. im wanting to start a scene based on this piece of concept art and am not really sure if i should just photosource it and generate normals from something like crazybump which would work good for the flat surfaces but would…