Okay so in 3DS Max I have no idea how I did this, but I made the control wheel on screen so small that I can't hardly even see it... How does this happen? lol seriously. I have been using this software for a year and have never ran into this... XD
I know there were a few tutorials on how people render their high poly stuff floating around... where were they at? or did anyone find any new ones? could be for maya or max and any renderer. Is there a preference for what looks best as well? meaning type of shader, lighting setup etc... Thanks peace out!
I have finished a bear model to put into mohaa, although i need someone to export him with lightray. if you can i'd be thrilled. other than that im releasing a sdk for him if anyone wants to skin him. i'm currently attempting to skin him and failing rather badly. http://www.angelfire.com/md3/jerome/bearsdk.zip
So here is a project I'm working on. Hoping to be my first fully textured asset. right now it is just a bust but it may turn into more than that. As it stands it is 7.5k for the low poly(Though the one render has a single subdivision) UV Density UV Map (The big blank space is reserved for the eye. Teeth will also be added…
this is a cool program and i can see environment artists getting major use out of it. its a program that lets you paint procedurals. it seems to be kinda like zbrushs 2.5D painting, but this is not resalution dependant because its all procedural.an it outputs normal and specular maps.. neat neat neat neat.…
The purpose of the 3 point light setup is to create lighting from a main source (1), light from a seconday more distant source (2) and a back light or rim light (3) that creates light on the edges of the model. The main light is pretty straight forward, the secondary light is more of a fill light and could be of a…
Thanks everyone for your comments Yeah, I tried to make the hall darker. I wanted a creepier feeling, and its true that the original one was too bright. Since it's lit mainly by candles, I wanted to have some contrast between light and shadows so you can also see the flickering of the candles. It's true that it's quite…
@|MM| - I agree, you're not the first to say it either. I think that part of the issue is that its so tempting to make the blues really cold to help the oranges punch (BLORAGE!). I definitely think im going to go back through the scene and bring the greens back in, I think that will take the cleanliness out of the entire…
@ DeathstrokeFTW There is nothing special about the workflow. No Star Citizen like Decals, sometimes i use FWN, mostly i use real chamfers, but it's all unique texture sets for each object. Only a few objects with reusable tile-able textures (pipes and stuff like that). After i saw you and some others struggle with the…