Ah thanks for the kind works, I really appreciate it! I'm no master, but I'm certainly trying to be one day. I'm pretty young and I have a lot of exciting days of art ahead of me. I originally studied industrial design in a very strong program with a heavy emphasis on fundamentals. This I believe is key. When you're able…
Oh yeah sorry if I was unclear : I didn't mean to suggest that you should set your monitor to use the sRGB profile in the windows color settings, at all. What I meant is : in order for other people to see something predictable when viewing your screenshots and renders, you should *convert* these documents to sRGB before…
The 2.5 series really is a big improvement of the 2.4x series. I'm looking forward to the final release and think i might be using it more and more. I tested the previous beta 2.5 and was pleasantly surprised (especially in the customisability aspect).
There is a technique to blend a layers that are higher in your heirchy (in photoshop) and set them to soft light, and change the blue to 128 isntead of 255. What you are essentailly doing is overlaying details without causing a saturation/color shift in the normal mapping color space. I just dont know howto do that shift…
Based only on what I see, I have a gut feeling that it might have something to do with max working in percents and the engine with regular colors. In other words, 0-100 scale versus 0-255 scale. So when in max you make something white, 100%, ingame it's only 100/255, or a fairly dark gray.
So.. it has been 2.5 years since I posted here. "UE4, Unity, Max, Maya, Nuke, Mari, Houdini, V-Ray, Arnold, Playstation, Windows, Mac, Zbrush etc will all have compatible shaders" has happened? I'll check 2.5 year later again.
Try setting specular color to something in magenta. Maybe 255 100 255 Specular level controls the brightness of highlights on your object's surface. Glossiness controls the size and shape of those highlights. High glossiness will give you small, sharp highlights. Low glossiness will give you large, duller highlights.…
The grabdoc function under the alpha panel isn't grabbing any depth info from my 2.5 canvas. It grabs a pure white texture instead of the usual depth info you'd expect. This only happens after I've made edits with the 2.5 tools. Before making any edits, it grabs just fine. Anyone know what might be going on?
Here's where mine landed. You can just put this in a startup script. Also, change the font to Consolas in the Preferences | MaxScript tab. listenerBackgroundColor = (color 80 80 80) macroRecorderBackgroundColor = (color 40 40 40) macroRecorderTextColor = (color 147 179 210) pythonPromptColor = (color 240 95 146)…
It's nutty to think though, that we only have about 2.5 months worth of oil in surplus That equals roughly how many barrels? The US is a VERY strong consumer, covering the entire nation's oil needs for 2.5 months requires insane amounts of the stuff. Besides, it'll last longer as long as some production facilities are…