im not sure if the title makes any sense, but i want to create a light source that has actual surface area, rather than just having the light magically appear from a single point in the scene. Im using mental ray and 3ds max 2013. So far i've tried creating a light card using a plane with self-illumination set to output in…
Hey all, I finally got some time after the busy holiday season to get cracking on my Blizzard environment contest submission. I'm just about to start texturing. I'm a noob to painted texturing, trying to improve! It will be a small camp site of a practitioner of some sort of cultish magic. I'm going with a wintry scene.…
Hi guys, so I have a bit of a problem here.. I purchased the Suite, but when i download the new version 1.6 and then try to install it in the right derectory it gives me this error every time "You must install this patch in your current install directory, otherwise all materials will be missing. Please try again" after it…
The documentation is pretty good - it's basically magic compared to Maya. Shortcuts are context sensitive (or can be). They're all listed in the hotkey editor Apart from that - pretty much everything has a sensible name and once you're used to the everything being in modifiers and there being context sensitive menus it…
I'm evaluating it now as a tool to allow artists to create tileables from a library of base materials and filters created by specialist material artists Im answer to the painting questions, the short answer is no. The manual masking tools are rudimentary although from my initial tests they're actually pretty effective for…
It would not solve the pixelation of the color and other textures. Also, detail normal isn't just a magical solution to low res. Imagine a polished wooden plank floor texture for example. The normal of the planks would be flat because of the polish. When viewing the material from close, the color and other details would…
What you are doing wrong is saving to tga ;) It's probably not a bug. It looks like what we are seeing is not the high poly wireframe but quantization banding artefacts : the tga file format can at most save to 8 bits per channel whereas in psd we can save to 16 bpc. The best thing that could be done against this, bar…
Thanks for the tip Aqua! Suke has definitely been a major inspiration for the exact reasons you stated in your message. A huge goal of mine is to attempt to capture the same magical atmosphere(?) that he puts into his work but easier said than done haha. Just an update on my painting. I've fleshed out the characters and…
jocz, thanks a lot dude! He DOES look quite a lot like him, should come in handy later on, thanks! slipsius, I agree, but there is a reason behind it and I think it makes sense. He's supposed to be one of many playable characters (like 8 or something) in an action/fighting game prototype me and my colleagues are working on…
Thanks guys! There seems to be a general consensus to speed the trails up so I'll try and tighten this up further. From past experience with this I'm a bit careful with speed because I start loosing texture detail, it starts looking like a blur. I guess I'll need to find a sweet spot! Russell, I see what you're saying yeah…