Hello ! This is my thread for my VFX entry. I'm gonna work on some nuclear stuff, with an automated missile as my projectile, and a radiation status effect ! On this project, i'll be more onto semi-realistic VFX than fully stylized. I'm currently a student, and I'm pretty new to the Polycount community, even if I read a…
Hi I am ifurkend, aka Thomas Lee. I will be using Unity for rendering my submission. I am still proposing ideas to be designed into projectile effects. For my "Stylized" submission, I imagine I am designing effects for a brand new LoL champion with very different attributes to the existing ones. Still my starting point…
I use Max 2011 and this is the way it's always worked for me. I didn't know it was supposed to re-apply your original material with updates. I don't use it very often so I doesn't bother me much. I just save as a PSD, dupe the new layers into my original PSD and re-apply my original material.
Is the Node based editor in 2011 too? I like Node based editors but in this case it doesn´t really fit.It´s too slow. I switched back to old style in 2012 for that reason.
No problem. I'd suggest giving these a read too: http://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/ http://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart/
Hello. Can you share all your AO and normal map baking setting from 3ds max? My settings are horrible and I can't find any good ones. Can you post screenshots of all the rendering tabs?
LATEST UPDATE _______________________________________________________________________________________________________ Hey guys. i just started this model. Im creating the base mesh now. i will be sculpt hands, feet and armor very soon. and ofc here s the ref images
you must be doing something wrong. i do that often for my work. create light. open outliner. click light, shift-click persp or your cam, press p for parent. i have maya 2011, but i do not think that makes a difference...