I like sculptris :) the performance is pretty good for me, this head is about 500 000 triangles pulled straight out the default sphere and doesnt feel slow at all, just been using this piece to try all the features and Im quite impressed.
Anyone that's ever used ZBrush has used the Dam standard brush. This brush was made by a bloke called Damien. It was so popular that Pixologic decided to incorporate it as a default brush........enough said. The brushes are just tools. Use them. Create cool shit.
on the scenecapturecubemap properties take the far plane to a bigger amount. its 500 by default i usually just set it to 1000000000000000000000000 (and it will correct for the highest number it will process). though if you want to be extremely accurate you ca go by putting in the measurements n whatnot.
Thank you, Snowstorm! Vayne4800, It was only the polypaint, no custom brushes or alpha. The default brush is already very smooth, so it's easy to achieve this effect for the eyes. I start with the darkest color then I just add the mid blue tone and lighter blue.
Texture Update. It just has default lights from gamebryo, will finalize the lights tomorrow. I'm also aware the normals look a bit dodgy in some area's particularily the borders, First time using nDo and not quite used to it yet, but i'm working on it.
I assume you are using a DirectX shader to display the textures now. Max can't render out DirectX shaders, just add the textures to a new default material slot and assign that material to your object. Then you can just render it normally.
You are right, this solves the issue. Thx! Just to note that the dilation here is the padding between UV shells, I have to set it to around 8px (assuming a 2K texture map). And SP by default will export textures with infinite dilation for reasons mentioned above.
marmoset 2 uses blinn-phong as its default reflection model. I belive painter uses GGX. also Painter uses roughness map while marmoset uses gloss, which is basically an inverted version of the roughness map. Hope that helps!
Well, you're not really supposed to make use of any of the previous geometry. Sure you can, but Valve may not like that, and it's kinda pointless IMO to reuse things from the default loadout. But yeah, anything you create needs two layers of geometry.
I've got around it now, not 100% sure what step it was that fixed things, but setting my theme to classic (not aero) and resetting the ati drivers setting all to default has allowed me to load thunderbird, max etc. with no strange AA or blurring.