Hello, hope you are doing well! First off you have a very good start to your portfolio, but with a few more fixes you can definitely take it further. For starters I would suggest throwing out the vertex count. Different people have varying opinions on what is considered high and low and in the end if someone see's your…
Yeah I hear you on the frustration level. But it is fixable. First off, your exporter coder needs to understand how Max is creating the vertex tangents when it creates the normalmaps, then he/she needs to either export these tangents, or recreate them the same way on export. There are many ways to create these tangents. If…
Hey im not sure if this is what you mean, but ill go ahead and show this anyways:). You shouldnt have any vertex shading problems, because it only apears if you try to give a whole box smoothing group 1.And you never have to do that. If your bevel is so small that your low-poly can be a box, then that means you can have…
If you have your MR set up to use image-based lighting: Render Options (Mental Ray)> Indirect Lighting **Environment**>And click on the image-based Lighting and select your image. Then go to Color>Batch Bake (Mental Ray) **OPTIONS**> Bake to VERTICIES> Then set the color mode to Light and Color. There are tons of options…
I use cad style of software for anything more complicated than just a box if it's hard surface /non-deformable. Stopped to use sub-d for that years ago. Honestly not sure why sub-d still alive. It was once critical for 3d soft scene optimization , not that important anymore. Still a source of shading artifacts and puzzles…
I'm a enviromental artist and I use max8. Here is a brief run down of my workflow. Most of my enviroments end up being large outdoor places. We do pre-rendered work but I always keep my scene low poly since it effects my render times. If you are new to max then I would say stick with the off the shelf packages they have…
Usually this type of stuff is set dressing added on top of more clean and generic tiling textures. Decals or mesh decals, scattered rubble, vertex painting, etc.
Thank for all the pointers. 1.I will most importantly work on the wet look of the ground which would help with the reflections. gave me an idea instead of vertex painting puddles, i will try to use wet and dry asphalt to achieve that look. and then use vertex painting to blend them. 2. Lights, yes will work on blueprints…
At it's most basic, when the smoothed normals for a mesh are calculated, each vertex simply grabs the flat/geometric normal of all of the polygons that it belongs to and averages them together to get it's smoothed normal. But you can weight the contribution of each polygon to that final average to try and get different -…