Hi, Thanks Mark. Well there is no solution, I always use 12 18 sides and add extra edge in between to avoid spec seams. See what you did is exactly what i did but for some still unknown reason it did not work i was having 1 unit difference still. ah sigh. Well the avoiding method is that I made a plane with my desired…
Add the label directly into the *.PSD with DDO open, of course! You can then use the DDO menu with the PS layer selected and Copy Layer to All Maps and select the map channels you'd like for it to appear in. :smile:
Hi all! Here are some renders from a model I did using a combination of the old dDo, the new dDo and some manual texturing. It's a modular game model with a flamethrower (Rendered in Marmoset Toolbag 2).
Hi! Its looking better, really nice progress!. I think your fog is way too intense, its drowning out a lot of your details here. Its hard to find the right balance but I would say keep messing around with it, you want it to add to the overall composition of your environment, right now its taking away from what I thin is…
Generally I did polish passes, optimizations, built extra areas (riddler stuff, secrets, new layouts/paths etc) and set up kismet. I built some assets (modified a bunch) but most was reused. I've tried taking some shots of areas I've spent considerable amounts of time on. Go to my portfolio for the full shebang with more…
I'm not aware of any OSX tools to do this, however, If you just need a standard cube map (no diffusion blurring or anything like that) you can hack this together in any 3D app that has baking, provided you know the cube map layout (usually it's all in a line or in a cross format). If you have a sample cube map that works…
Hello! Thank you very much for the feedback and a warm welcome! I was concerned about the quantity of my work so I did my best to concentrate on the quality. I am mostly aiming for prop artist at the time but I try my luck with character job opportunities as well. I also have work experience of 1 year at a studio, there…
I'm not seeing problems with your ZIP. This is rendered with V-Ray viewport IPR. I did have to add a Smooth modifier and set it to Smoothing Group 1, just to get nice smooth normals. TurboSmooth is set to 3 iterations. This is in 3ds Max 2024.2.1, with V-Ray 6.20.02. WIndows 11 Home, NVIDIA GeForce RTX 3080 Ti, 64GB RAM.…
Hi. So I'm trying to figure out how to bake a normal map for a good curvature map for a hard surface object, like an AK for example as I read somewhere that ddo bakes a curvature based on the normal map? So here's where I am at the moment: These are the models I'm using. Let's call it a simplified receiver of an ak. I'm…