they told me its easier to use the existing uv based tech and bake to ptex during export... they create uvs for each face and many udims in the background... in the end you get a ptex file... but with really high resolution a ptex file gets huge... its also not supported by all graphic card driver to work with real ptex...…
Hello folks! First time posting here, actually made an account just for this! Any who, I am trying to get a model rendered and animated with Arnold in Maya 2017. I made most of the texture maps in 3D Coat, the normals were made in xNormal. I recently learned about metalness maps and tried them out. I understand that…
Oh Im just working on an environment which has alot of different types of moss growing on various objects. I have a system setup in Houdini already which densely packs the moss scan atlas cards with some variation in scale and orientation and culls the ones which are too close or intersecting. Im sure It could be done in…
it's possible to do anywhere with Max ("lighter" in photoshop terms) and subtract arithmetic nodes working with texture pixel values (blending modes) . Perfectly doable in Photoshop, Substance Designer/Painter, Blender shader nodes, etc Sure in 3dMax too but i did it years ago in old shader fx only before they bought it.…
ESP Hola a todos! Me llamo Alex Mateo y quiero compartiros el enlace al material que he estado preparando sobre el lighting breakdown del escenario Attico basado en un concept de Jeremy vickery. Ya lo podeis adquirir desde gumroad. Son 45 minutos mostrando el workflow que sigo para hacer un interior dia con arnold en maya…
My High-Poly progress update I’ve completely refined my previous blockout model and added more details. The front and back light covers will be semi-transparent. Seeing everyone’s preview renders looking great, I decided to play around with Arnold a bit too. :) But my end goal is still a game-ready model, plan to render it…
1) Your object scale is too small, scale up your objects and then try and rebake, when you have this problem I'm not sure of the specifics but I believe it means ray calculations can be off or not hit much of anything. 2) It shouldn't cause that problem, maybe check the issue isn't with the normal map. 3) yes. you are…
3dsMax 2020 What's new - Full list Modeling +Enhanced Chamfer modifier * The new Fixed Weight Chamfer keeps a consistent chamfer width. * Weighted chamfer allow chamfer to be controlled on a per-edge basis with crease weights. * New presets allow to save favorite or set default settings. * Added Inset adds edge rings to…
This doesn't look like an old dude who used to be strong. This just looks like an old dude. A very convincing, anatomically solid old dude, but i would never think aging king of barbarians if i saw this dude without context -- i would think old bureaucrat. Reference Arnold, as above, and other big guys. Triple the size of…
@poopipe MR was my first physical renderer. I started using it just before A&D material, when you had to cobble the materials together from shaders. It was quite the experience coming from legacy pre-linear workflow scanline rendering where you had to actually plug a raytrace map into the material to get reflections. :)…