Okay, so I'm texturing an object with the intention of importing it into Unreal. Right now, I have only completed the diffuse map in Photoshop, and applied it to the object in Max. Would I be correct in applying the AO map within the diffuse color map? Is it ever applied elsewhere? I don't have any issues with the concept…
I'm doing some tutorials for substance designer. The lesson files include a .fbx file. When that .fbx file is loaded into Substance Designer it shows each of the different objects, within the mesh (the head, upper body, lower body etc). Substance designer allows me the option to apply the material to each one of these…
Are you interested in joining a small passionate team working to create the future of VR anime games? We’re looking for an experienced 3D Environment Prop Artist to help bring PROJECT MIX to life. RESPONSIBILITIES: * Create high-quality, 3D assets in an anime art style * Model and hand-paint textures for objects like…
@Olingova @Apocrs1980 This is the shader remade to ignore opacity, subsurface colour, AO and pixel depth while applying a range limit to normal and wind: I re-interpreted the solution mentioned in Olingova's link to make a distance calculator that would work as a mask to decide whether to apply alpha, normals (replaced by…
Solution found. I'll post it here for anyone who encounters a similar problem. So contour rendering in Maya 2015 doesn't work quite the way it used to iun 2014. Single frame renders will work fine, but when you try to batch render you'll encounter problems. This is because maya 2015 now uses contour_shader materials that…
@Ashervisalis Never doubt in adding more geometry to bigger focuses (such as the large tabletop) to add fidelity. Right now the tables real blocky and its a main focus, so there really is no harm in adding more subdivisions in the cylindrical shape to make it rounder. If you're worried about some sort of tri-budget, cut…
No, in max the Y vector is just flipped. The relationship between the vector stored in the normalmap and the tangent-space basis is the same as it would be if you baked in any other program. What you're talking about, is that 3dsmax has a different algorithm for generating the tangent/binormal for each vertex than many…
Daz: Tried turning on the "Cage" option and exporting a mid-level control mesh from Zbrush, apply sub-d smoothing to that in Maya, and render out a greyscale bumpmap from Zbrush to apply to the smoothed mesh in Maya? Basically if your highest SDiv Level in ZBrush is 6, do this: - SDiv 3/4 with Cage enabled, export as OBJ.…
@Sir Apple @Joopson precisely why I raised it as an 'unpopular opinion' further up the thread. The mind-buggering complexity of project management needs more appreciation from all quarters. What seems like a simple solution from one persons point of view, in all likelihood probably isn't simple at all, and in each case…
Thanks for the encouragement to quickly answer some of the questions The roots were made by creating renderable splines for the large ones and modeling them out in a sculpt package although i didnt go very highpoly with them. I then applied some 16bit displacement maps I created to add the finer detail. The smaller roots…