yeah, it's important to realize most people are probably lying to you or spinning the truth. It becomes easier to buy a car or house or negotiate a pay raise. Greevar: actually they had posters up on the walls at the financial aid office that spelled all that out with sad cartoon drawings of people who defaulted on their…
Alloa: You are absolutely correct. The xoliul shader has the "flip green channel" box in the normal map slot checked by default. I just threw the wall up there to illustrate a point about the depth of the door. The wall looks pretty terrible, definitely not a correct finished project. Thanks for pointing that out though.
please kill the zbrush default shader render you have it looks awful xD use marmoset or w/e to get a clay render your portfolio is good might be worth making a showreel of your 3d work since you seem to have decent amount of it, then linking that showreel on your site
The collision issue is specific to the RC frontend / Pipline, max users use a collision proxy by default with zero issues, I can't do this with modo. So my only option is the cry-ruan FBX converter which adds a basic collision proxy, that is the problem as I don't have any control over it.
Right click the node you want to to view in 3d viewport and hit 'view in 3d' then you specify the corresponding channel. And to access the viewport setting, in the 3d viewport menu go: Materials > Default > Edit. You can find the relief amount, emissive intensity, normal map -Y or +Y setting and more.
OBJ only supports "groups" or vertex. Maya has that on by default. When you import OBJ with Maya, each group would be imported as separate mesh as well. You can see examples how groups are defined with "g" in the obj file - http://www.andrewnoske.com/wiki/OBJ_file_format Compare that to what Maya produces.
melviso> I'm afraid not, at least not for your purpose. Duplicate it the shader and use one instance for the body and one for the hair. There is support to use a secondary UV-set for AO if I'm not mistaking, but that's it. To achieve the secondary set for AO you can change the Texcoord3 at the bottom of the shader to your…
Standard material, 15 glossiness, dark grey diffuse, 80 specular. 3 point lighting plus a spotlight with enabled shadows and increased ray count. rendered in the viewport (!) with the realistic setting, let it sit with progresive rendering (on by default) for a bit, screencap your viewport when it looks nice and alias…
In the material is your bump strength settings at 30 (the default)? If it is - set it to 100. This is in the list of the different maps you can have diffuse, specular, etc. They all have a number next to them. Also make sure you're using a normal bump node instead of just placing the bitmap straight into the bump slot.
Wow, thanks guys! A graph is not the easiest thing to break down, but I'll try! Since I used SD5 I can't share any graph yet (you'd not be able to open it). @Dave Jr: I used the default env map from SD and a spot light for the specular highlight on the left face