🚀 NACK — Mobile Real-World Capture Tool NACK is an offline mobile tool that transforms real-world surfaces and objects into digital data. Using only a smartphone, NACK allows you to capture textures, surface detail, depth information, and material properties — and instantly turn them into usable digital assets or analysis…
Another trick is to bake AO for the whole model on a 2nd uv, then adjust the wheel material to use an AO strength of zero. This wastes a bit of uv space if those surfaces are never used by the AO texture, but the AO can be enabled easily for garage shots, like when the player is customizing the car.
To make a glass surface you'll want to use Refraction. You can enable this in the Transmission panel. Generally, you will want to apply a dedicated material to the glass areas of the mesh, and enable refraction there. But you can also use the mask slot to load a texture mask to determine which areas are refractive. This…
Fabric Engine 2 - http://fabricengine.com/ What is Fabric Engine? Fabric Engine is a digital content creation platform that enables anyone to build powerful tools and applications for VFX, Games, Virtual Reality and Visualization. Fabric Engine comes with a visual programming system that enables artists and developers of…
Hey all...im running an sli system at home now and have a couple of questions that i cant seem to find any info for: ive seen reference to a 3ds max rendering test that takes advantage of sli...but havent seen any info on how to enable sli for max. does it just take advantage of it automatically? im running a dual monitor…
Hey guys, been working on the textures for this rail turret thingy majigga and everything's going fine 'cept when I enable hardware shading in the viewport (to enable shadows) the S.I. map stops working with Xoliul's shader, was wondering whether anyone had come across this before and whether there was a way around it (If…
As usual, thanks for your advices teodar23! Maya is crashing everytime I try to export an fbx with the triangulate option enable... Idk why... I'm gonna try to change the topology, export without enable the triangulation and see what will happen... I tried to flipped the polys and it didn't change anything too... The…
Indeed, you will want to enable your smoothing groups and binormals when exporting from Maya. I would also suggest to stay on the "unweighted" vertex normals mode (you can change this setting in the shape node of your mesh under "mesh controls"). Also avoid the triangulate setting when exporting in FBX, it's a different…
I have this issue too. Happens after I apply the first material - any subsequent materials will not have surface textures, even after deleting the first material. Resetting Photoshop CC preferences had no effect. EDIT: Found that the bug seems to do with the Pattern Overlay effect in Photoshop on the layers. It will say…
try to keep your hair all vertical flowing and enable soft alpha test :) alpha test is better with picking up shadows/lighting and transparency sorting and looks smooth when you enable the soft alpha test. the problem it introduces is a directional blur (hence the all elements vertical) but you can also create a flowmap…