@9thKnight Yes but tutorial I found here ends on loading helmet into Assets Editor. That is where I grabbed bottom screen. Would be lovely to grab this character in better environment :)
Hmmm not sure, the other night i was reaching for something on the floor because i was too lazy to get up to grab it, and my chair (it has wheels) moved from underme and i faceplanted INTO the object i was trying to grab... that was pretty spectacular.
If at all possible, please refrain from grabbing all the textures in big gulps, it tends to chug the site down for everyone. Best bet is a grab 'em as you need 'em sort of deal. Looking at increasing my hosting plan ATM
Cool mcgool! The magic of metal comes from the reflections - the spec map and so forth is where its at. You will have a deeper sense of satisfaction once thats in place. A few things I can suggest at this stage. Use a Darker grey in the metal, then get the brightness in the spec - one trick they use in Unreal 3 was pump…
Arranging my traditional art tools goes like this: Grab cheapest sketchbook with highest page:cost ratio/pull copy paper from printer > grab nearest pencil/biro > draw.
Wish I knew too. None of the firefox or IE extensions I use can grab it, can't grab from the pages source, and it doesn't seem to be getting stored in firefox's cache.
Because I use both Maya and 3ds Max (that has some really crap default icons) and I love Maya shelves, I decided to create several new 3ds Max icons sets to be able to have some decent icons in 3ds Max as well. To do this I used both some original Maya 2016 factory icons as well as some of Nightshade v2.0 icons (Martin…
This is my high poly sculpt, a submission for a themed weekly challenge on Facebook. Screen grabbed the lit model at 2x screen res from Mudbox, also grabbing a Zdepth and AO pass and then compositing in Photoshop. More to come this week.
Also, your SSAO is so thick and black it's almost a toonshader style outline. The thing with lighting is that 90% of it should be subtle, with only the VERY occasional thing grabbing attention. In this case, I think nothing should even grab the attention as it's a relatively simple corridor.
There is no way to grab the textures associated with an fbx upon import in Painter, is there? I understand full pbr isn't a possibility, but most programs do grab the color and normal map. This doesnt seem to be the case in Painter though? Not a big deal but does save some time poking through files.