For those who hate the Intuous 4 surface, I should mention that I bought one of these for work and for home: [ame="https://www.amazon.com/gp/product/B0041FB176/ref=oh_o00_s00_i00_details"]Amazon.com: POSRUS Wacom Intuos 4 Medium Pen Tablet Surface Cover: Electronics[/ame] Makes the surface perfectly smooth and there's no…
Although I'm not familiar with how Epic have done it, from my understanding, you can somewhat successfully remove lighting from a texture by doing the following: 1. Photograph your object from many angles. 2. Photograph a chrome ball in place of your object. 3. Process your object, outputting a mesh + texture. 4. Create…
Albedo: Diffuse colors only with no baked lighting or ambient occlusion information present. Only flat colors. This texture simulates the color we see from light penetrating into the surface of an object and then leaving again, having certain wavelengths behind in the process. Skin, plastic, wood, and most other materials…
The cool thing about pixars hair system is that it can generate volumetric hair based on a geometric shape. With tools the Hair/Fur modifier in max you grow spline guides from a surface and then try and comb cut and wrangle it into a useable hair style. People tear their own hair out trying to make something useable. With…
Hello everyone. I'm writing a document for my team about best practices for baking normal maps. There are a couple of things I'm still not sure about, I thought I would ask here and see what people think. I've read the wiki and a lot of this thread, but still the answers to these two questions escape me! Here goes: 1) I…
"ambient occlussion" does not calculate any bounces at all, its simply a occlusion factor of the surface. It casts a bunch of rays in a dome from every point on the surface and whatever fraction is occluded is how dark the surface is. You can set a max distance though so rays don't travel forever (or to the other side of…
i think this is where i'm going wrong. every time i smooth group. it seems to basically even out all the vertices. so i can't seem to achieve a sharp edge to make one surface of vertices stand out significantly against another surface of vertices - like the surface at the top of the coffee mug...
As I was inspired by the surfaces of rocks on mountains I wanted to get a tileable rock for it, again I'm not looking for overall surface that can be done through an unique nmap or a mesh, I'm looking for the surface that stands through the rock. Here's something I came up with with SD today: Lots of blends with substract,…
Hi anyone, im loking for a job. Link: https://allkolpach.artstation.com/ // Objective // Have +7 years Develop games and over 5 years expirience in game development Both mobile and AAA projects. // Experience // _ 3D Environment Artist _ Fox 3D Freelance 2018 - Project: METRO EXODUS • Creating real-time environment/props…
I think.. there are two reflection maps applied to the model based on surface. the smaller one is used on non-shiny, non-metal surfaces because a blurry reflection makes the surface less mirror like, the larger will be used on chrome or whatever cos that'll look more like a mirror I would expect they were using spherical…