Wow, that Rubik set got in? It looks great but I thought it was too divergent from his default look. That's kind of inspiring, that we can go that far to change things up. [edit] Oh you made it! Congrats, man.
JasonLavoie: On the Gunnar page, click "Retailers" at the top. On the Retailers page, on the right hand side, there is an "Enter your Location" area with a drop down at the bottom. By default, the drop-down says "All Locations" If you pull it down. there is a Prescription selection.
Make sure you follow other settings I showed as well : advance rendering level, soft-edge shadow,... and Max's viewport can be buggy sometime, so try to switch to from default shading to clay and then switch back.
Finished up the Retopo on Joe's head and experimenting with the materials and texture in Substance and Marmoset. Joe on the left is just with default Polypaint and Joe on the right is the start of some way too shiny Substance Painter materials. Still need lots of tweaks.
I was also getting this problem, on a default mesh that I had been editing for a while. Layers would mess it up, and nothing worked until I took the mesh and made it it's own Make PolyMesh 3d. then all was right with the world
Gun is baked, for those who might wonder what is the difference between substance designer and Xnormal, i gaveboth their chance. So here is Substance: And Xnormal: both image use the same diffuse, and it's just a default unity specular apply
Got your idea! Although I don't really have much models that made it to the end, the default pipeline kinda stuck with me. But i'll try out your way this time, will see how it turns out. Thank you!
Now I want a switcher that lets me do 3ds max controls in Maya, I'm not sure how many people learn which program first but most people I know use max as their default. Awesome product !
Thanks for the feedback, guys, really appreciate it. The animation is basicaly a tweaked version of a quick, dirty CAT rig default walkcycle just to test the limb deformation. It's by no means a production quality anim. SBC, good point about the neck there. Thanks.
Ah man, AS SOON AS I POSTED THIS I FIGURE IT OUT! Maya PBR Standard Base use an uncommon IBL encoding: it uses RGBM by default, have to change it to sRGB or Linear (probably Linear given Substance is also Linear)