The array modifier behaves strangely after I close and reopen the 3dsmax file. It seems like transformations are changed and the array modifier gets confused. Arrays are rotated etc. If I make an instance copy and realign that to the viewport and remove and re-add the array modifier it works again. But only until I reload…
Niche example: old-ish game moves to new engine or you are making enhanced edition. Doesn't happen that often, but when it does, you are sitting there with hundreds of diffuse textures that need normal maps now. Possibly also roughness, metallic etc. Recreating them properly in designer would take too much time/money.…
Does everyone else have this issue or is it just me? Im running maya 2014 on an imac. It says "press esc to interrupt calculation" when Im rendering viewport playblasts or rendering with mental ray but when I press esc nothing happens and Im forced to wait ages for it to finish or just force quit maya.
Usually this type of stuff is set dressing added on top of more clean and generic tiling textures. Decals or mesh decals, scattered rubble, vertex painting, etc.
I assume the meshes you had to lod have not been constructed with LODs in mind? Which is a pretty common issue. Auto unwrapped and relaxed UVs, less than optimal geometry, floating geometry not baked down etc. There are lots of things that can make the job of creating lods a nightmare or a breeze
To be faior though, PBR has been extended quite a bit lately, so you can do velvet etc. fairly easily. https://ericchadwick.com/gltf/index.html#GlamVelvetSofa https://ericchadwick.com/gltf/index.html#ToyCar Blender now has full support for all these PBR effects, in both EEVEE and Cycles, and you can export them to glTF. No…
Hey Guys! Long time not posted anything in here. But i still love 3D and i´m back with a WIP Tec-9. Need to update my Folio. Everything is Sub-D so far. Hope you like it so far! Thank you!