For my internship I make 3D scans. All scanned parts are (generally) the same shape, the only difference between captures is the background and how the object sits on the platform. Is there some sort of cookie cutter-esque cutout tool that lets me extract a predefined shape out of a 3d model scene/file? Or is it only…
Looking for a SR/Lead Shake Compositor for a Los Angeles-based film studio that is working on a high profile film. All candidates must be local to Los Angeles, CA. Candidates must have at least 3-5 yrs experience compositing in Shake and have worked on at least 2 high profile films. Must have expert knowledge in Shake. If…
Hey man-- geezus crist you got a good eye- Well, at first- the floor grates are not supposed to be transparent to begin with. I just figured I'll come up with something along the way for the design--- I just kept on working away with the other pieces- the floor grates was a last minute change- I rip off the idea from…
I think we might be missing the forest for the trees here. The purpose of "physically based" wasn't really to create a 100% physically accurate shading model - although in that regard, it is certainly miles better than the model it replaced. Before we had PBR materials, we were working with diffuse color and specular…
I found that it is problem to extrude for instance cube like shape from sphere. I tried different solutions: 1. after extrusion, add supporting edges to have that extrusion with sharp edges. - this will break the shape of the object from which i did the extrusion 2. In Blender, add mean crease, mark edges as sharp and add…
It all depends on what your target shader is going to do. Typically metal/roughness PBR uses GGX kind of highlight shaping and calculates shape and intensity of highlight spot + fresnel styled environment reflection on its own. Nothing prevents you from doing same manually having same GGX highlight shaping and proper…
Depending on what shader you use, a plain low poly model can look completely smooth on the surface, with no indication of the poly lines or verts beyond the silhouette chunkiness. It's a true per pixel shading of the low poly. I don't know the math behind it, but when using a hand painted normal map with that base shader,…
Hey guys. I chanced on this model on Artstation and noticed something very interesting on the UVs. It appears they have planar projected the red handle of the flaregun and the black grip as one piece(but not the actual edges that I have shown with an arrow in the last picture.. This is very confusing to me as i would have…
cheaply like runtime cheap or cheaply manpower? fast on the cpu or a quick turnaround time? There's no bible to this stuff because you need to define the edges for youself, the basic premise is For paint: you'll want your shaders to have a base colour, then you apply dirt maps to that to make it look like a standard…