3D Cinematic Anomali Zero - https://youtu.be/-N1VtkGp2To In 1908, the Tunguska event shook the world with a massive explosion, believed to be caused by a meteorite impact. However, decades later, in 1958, geological surveys revealed something even more mysterious: beneath the crash site lay a vast void emitting strange and…
Normal maps get compressed with BC5 compression where it wont make much of a difference, but baking at 16 bit and lowering it down to 8 bit later can produce dithering and noise instead of obvious banding artifacts where there's strong gradients. Doesn't really matter much unless there's really low roughness values.
Love this. Especially the expression, with one lower eyelid and the general asymmetry. I love the scar details on his noggin, but I'm wondering at the lack of stitching or metal-plates or fight scars on his face? It would be neat to include a few of those. Maybe a healed split lip? Love the material too! Also, would the…
40 - 44 hours. Sometimes more, but that's voluntarily. As team lead I am responsible for my team and if they need help I can't just go home. On the othe hand, I am also responsible for giving them the work where they may need help with. If everyone strugges, then I have to stay, because it's me who caused the mess in the…
wester: I assume you dont use max 2010 yet because in 2010 the glare shader is enabled by default - in previous version (starting with 9) it has to be enabled in a textfile. Once its enabled under render settings you can drag it into a material slot to edit it's changes (because its a shader after all). Some complete…
For baking normals you can just move your mirrored UVs outside of the UV area it doesn't need to be +1 exact, what is most important is that original part need to be inside UV rectangle and don't overlap with mirrored part. However what I see in your images I think you baked normals on mirrored mesh with vertices in the…
http://softimage.wiki.avid.com/xsidocs/basic_mod_OperatorStack.htm Check out the part under "Construction Modes and Regions" There may be another way but this is how i do it: All general operators (stuff i dont care about being able to change later like moving verts) go under "modelling construction mode". Stuff i want to…
Hello, I am trying to figure out how to build an array with faces that have a particular material assigned to it. I have found bit of info here and there, and this is what i came up with. string $matchingFaces[]; //this will be used later to select facesConvertSelectionToFaces; // just select all the faces of the…
Recently while I've been trying to render a scene with Mental Ray, I've noticed that whenever I stop the render, then continue from that point a little later on, the lighting seems to be different. While I haven't changed anything in the file, it still changes from the last rendered frame to the most recent. At first I…