Demonith: It's just a couple of default max materials with a skylight rendering in the viewport. Nothing real fancy going on there. Here's the latest WIP shot - high poly is about 95% done, need to do some touch ups and detailing. Might clean up some forms in z-brush and then head off to lowpoly land.
Hey MesherKnesher - you need 3DS Max 2014 Extension 1 or 2015 or greater in order to use Quixel Colors with 3D Studio Max. Max 2014 does not support Python scripting by default. http://area.autodesk.com/blogs/maxstation/n212-extension-for-autodesk-3ds-max-and-3ds-max-design-2014-are-live
So now I tried to update to this version again and it still tells me Suite is not installed, why? My installation is not in default C partition but on D partition, the rest of the file path is the same, program files/Quixel Suite 2.0 etc. Does the patch only look in C drive for Quixel installation? Thanks.
Thanks HP, so once you setup your environment probe, anything with high gloss value will use the environment probes cubemap by default, and I also assume you can only have one environment probe per map? In that case, how do I achieve real time reflections in CE3?
I used to use litestep and other explorer replacements, but nowadays I'm just using Windows 7 explorer, rainmeter, altdrag, and an app that let me replace default txt file software to notepad++. Last time I really used litestep was windows 2000. I've probably used blackbox more though.
Looks like you are using max? It's probably since the default viewport is nitrous? Somewheres in the setting you can change that. Or are these renders? There isn't much of a point in rendering low poly assets if they are going to end up in a game engine anyway. If its a render, you must have some sort of shadows option…
Scale will effect things that are parented to the bones, it is inherited by default so the scale could cause a lot of problems later on if it's not reset or not filtered out. You should reset it before skinning the mesh. It's crazy simple to do: Select Bones > Animation > Bone Tools > Object Properties > Reset Scale How…
So I found from cgcookie's tuts that I can just imitate Maya's interface. Really cool feature. Ironically enough, blender's default is kind of growing on me now that I sit and learn it. Also cool that Maya LT is 30/mo, more than reasonable. That'll be my backup plan.
That looks quite odd.. I haven't used viewport 2 but you can get kind of similar transparency issues in the normal viewport if the alpha of the texture is accidentally connected to transparency in the material (maya sometimes does this by default if you load a texture with alpha). So if that connection exists and you don't…
Yep I actually did that not too long ago, but I'm couldn't make head/tails out of it since it doesn't parse out everything with proper sense, especially since it has extra headers to declare the default lambert and phong terms with an IF term incase your CustomLighting fails and need a backup term to fall on.