Some people might be over this but...it had to be done. Updated to v2 [ame=" https://www.youtube.com/watch?v=IhmpEHJpH80"]UDK - The Harlem Shake - YouTube[/ame]
@ZombieDawgs Thanks dude. The biggest change for me was the fact that the sub-d mesh will be smaller than the cage, and so won't line up with the spline guides. Therefore I had to get used to moving the points outside of where they would be on the quick studies and using "Show end result" to line up the sub-d mesh. Aside…
Skin shader lookdev stage. Very simple setup, no sss layers, even no gloss/rough, only the bump map and one color texture. Actually i want to make it both - in cinematic and real time format. I think i can share about 90% of my assets between them. Here is the Al sss shader rendered in vray. For realtime ill take sweet…
It is the same object just doesn't share any verts, so it wouldn't be any extra draw calls. It is like when some engines do batching, where for instance there are a bunch of rocks in a certain area that share the same shader, the engine might group all of those together and send them to the GPU as one draw call instead of…
Ok, Ive had my share of Max weirdness in the past 5 years, but this one is totally new to me... Hopefully somebody else knows a workaround for it... I have a model Im working on here at work - its a hotel, very simple model, and only 2 image maps so far. My problem is that for some reason I can work on the scene without…
Anyone have any good ideas on how to render shadows to texture in Maya? I only want the shadows and not the actual light/dark shading from the surface angle compared to the light. I've been messing around with Ray Traced shadows and the Batch Bake(mental ray) feature, but it's hard to separate the shadows from the rest of…
Hello again fellow Polycounters! I have started up another Environment project, this time a runestone interior! So I haven't done much hard surface interior environment work before and I saw this concept from Ioan Dumitrescu that was made for The Northman. (https://www.artstation.com/artwork/LeXBKR) The scene is set under…
Upon further investigation it seems to be linked to the unwrapping. It looks like rotated uv islands throw off the normal map direction. (That is, I "cube" unwrapped the vertical boards and then rotated the result by 90° in the uv editor, to follow the wood grain of the texture along the mesh.) However, on my second image,…
I'm still not out of school yet, but I've come up with ideas that make my teachers go "hmmmm!". I haven't gotten to unity yet either, so I'm not sure whats available. But, if there is something like the ramp shader in Maya, where you can create the toon shade effect. Normally you'd make the two sliders a regular colour,…