Normal maps by default only store lengths of 1 unit. So they're fundamentally different. I t You're throwing away detail which is needed for vector displacement. And a height map has no direction other than straight up (or out). You need to use a source with volumevolumetric information... a 3D model.
1. make sure you have the correct material applied "apply selected materail" to the hair. 2. when you made a material you need to have something in the normal slot. By default they give you flatNorm.tga try putting that in the normal slot, create a new material. give that a try and let me know
I see. And if the multiple drawing of the pixels due to many transparent layers is the problem, I don't think any method would work. But depth peeling seems like an acceptable workaround for this problem. Would you happen to know if there is any way to implement this in Unity ? I know the default shaders don't have such…
Using GPU baking with xnormal will decrease the render times *dramatically*. Bakes that used to take upwards of an hour happen in under a minute. Just change the renderer dropdown from "Default Bucket renderer" to "Optix/CUDA Renderer (alpha/experimental". I can't remember if I had to change any options in the plugin…
Definitely agree that the command center should be textured/lit/presented. Could possibly be your strongest piece next to your Sony piece. Digging the website. As default though, would have your favorite and most polished asset already loaded on the front page. Should wow your audience the second the site loads.
Hmmm, I didn't touch any options which change the default column width of zBrush (I don't even know if it's possible). Currently my screen resolution is 1680*1050. Screenshot (Not P2, but same resolution) : http://www.froyok.fr/archives/uplo/001/1343412254-ZBrush_2012-07-27_20-02-55.jpg
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?