If you put a normal map from a hipoly source on that it will usually fix the smoothing errors. Sometimes you will need to chamfer the edge if it's sharper than 90 degrees here's an example I made: the three models all have exactly the same geometry. However the two on the right have 1 smooth group and the one on the bottom…
Oops I assumed the first render was the source model. I don't know if this helps, but this old comment from Chris Subagio might provide a clue why the viewport shader is different than the scanline one: [ QUOTE ] The vertex position, normal, color and UVs arrays in Max don't correspond 1 to 1. Each is stored as a flat…
moose: - Thanks! Someone was asking these.... - Here is polycount and texture info. I guess i could just shrink textures 2x for body and head, but anyway, i only use work textures on models now...less file saving to do. - Some changes in face and face texture. High resolution mesh: about 500,000 polys when frozen if…
Currently working on an idea I had for a stylized skate park to probably end up being rendered in UE5 or something. I've been trying some different things like instead of having a cylindrical rail on the top edge of the ramp, a more square like one. I modeled out a bunch of different pieces to be put together but before I…
Based on the many conversations I've had with various lawyers regarding relocation ( to the US and the the UK ) and 1 successful relocation from AU to the USA under our belts, combined with the fact that I have no degree - here's my thoughts: For the E-3 & H1b and any degree available from AU to US that states that you…
It's a lot of good advice for junior artist and just general advice. But what we never see is advice for the senior and what they can do to help the junior. It's always "juniors should be doing this, not that." I was studying the art style of a very popular hit game recently. Perhaps the biggest selling point of the game…
There are a few too many variables here to give you a clear answer (such as, what engine will your work go into?). However, it seems like your biggest issues is that your spec/gloss values appear differently in Toolbag than other shaders, a very simple thing you can do is adjust the slider after you import. Gloss values…
greetings, I'm still learning 3d modeling animation on maya and zbrush and i will start soon learning houdini for vfx and i love it, now my problem is that i live in the middle east and there is no jobs for this field or even close to it and if u find one the payment is lower than working in mcDonalds. So if i need to find…
Hi we are a team of small developers.We are creating a small cinematic video trailer.We are in need of atleast 1 or a small team of freelancer who can create vfx in unreal engine 4 and Houdini.Basically we will need the vfx in unreal engine 4 since we will be preparing the trailer video inside unreal engine 4 but if…