If you make sure you detail maps are pretty high contrast, you can get away with mixing in just a small amount of the detail map, which might help a bit.
[ QUOTE ] <font color="red"> no amount of money is worth paying for a console with the spiderman font!! </font> [/ QUOTE ] I suppose we could easily say the same for a console that's named Piss.
The amount of spec and gloss kind of makes them look like toy figurines, I second the reply that the texture needs work as well, photosource some skin details if you have to.
I am working on a school project where I need to model a container using subdivision modeling. I am new to Maya but have a few years of experience with Blender. I tried adding a loopcut to the frame of my container using the multicut tool and the mesh for the frame completely disappeared. CTRL-Z did nothing so I thought…
Release Candidate 1 is OUT ! check huge amount of changes here https://3dcoat.com/forum/index.php?/topic/25477-3dcoat-2021-open-beta-test/&do=findComment&comment=174099
I was wondering if anyone knows if I could record a video in my Unity scene in a high quality than the amount of pixels on my monitor?? Also, how do I know if my quicktime is H.264 or not?
It's related to https://en.wikipedia.org/wiki/Moiré_pattern It depends on the amount of screen pixels you have to draw a wire of the fence. If the thickness of the wire becomes smaller then one screen pixel it probably will look... fancy
No, Painter still doesn't support painting across UDIMs. They are working on it though, and announced a closed beta for that feature for a limited amount of users starting early next year. No limit to UDIM count was announced.
Actually I meant that you could just do a bevel with 3 edges instead and it comes out to the same amount of vertexes/faces and gives you a slightly better looking profile on the model.
No, you should see some shadows. Stationary light uses cascades shadows for movable stuff. Try to adjust the amount of cascades or the cascaded shadow distance until you get the desired result.