I find in Zbrush, to make the wear and damage look more realistic, take it in small steps. I'm actually in the process of writing a tutorial on my workflow (not that I'm pro, but I hope it will help someone LOL). I take very short strokes with the clay brush on subtract. I usually have the focal shift down low to (around…
Bumpity bump. This year I learnt some 3ds basics in school and kinda liked it so I wanted to try it at home. In school we had 2010 version and you could pan with MMB, then press alt and viewport would immediately rotate. However I just downloaded my 3ds max 2012 student, installed SP 2 and product update 12. Found out I…
That's very interesting to to see how you set up the material. The OneMinus nodes in the beginning of the Blend Cover and Blend Hardness sections confused me a bit though. What's their function? I liked the part where the detail normals changes with the bland too. In the tutorial I've watched they had a different setup for…
It's definitely possible, but I'm sure there's a better way than the Janky way I did it. Copy and paste your red and green channels from your two normal maps into different layers. Blend the two red channels using Subtract, and put them in a group. you'll notice you only get the + side of your red channel, that's why you…
Hey @Macebo For that area 1. I started with a stainless steel normal map. 2. I converted the normal map to height and played with the levels in photoshop so that the indents were white and the rest was black. 3. I loaded the normal map and black and white layers into Painter and used it as a fill layer 4. I did a…
Fixed jbUnityTools to now have correctly scaled and dynamicly scaling windows in Maya 2015. Also tested in Maya 2012, 2013 and 2014. Download here: jbUnityTools download In case anyone is interested: once again it looks like they changed something in the behavior of the Maya "window" command, this time in Maya 2015. Last…
disclaimer: i havent used shader fx but i presume it has similar options to unreal... i presume you cant do something as simple as an if node? if not then there's a dirty hacky way to do it - multiply your blue and red channels together and you'll have pure white where you had pure magenta. multiply this output by 100 then…
I have an issue that's driving me crazy. I'm trying to add a bone rotation value to a joint orient value in the Joint section of the Attribute Editor, using the expression "+=n". n being the rotation value that needs to be added. But its not doing it. :( Its not letting me put + and = together, which is the entire point of…
Hi there. If this topic has been covered please feel free to point me towards it as I have googled and searched this forum and cannot find a solution for the life of me. So here is my problem. I have an object with UV maps that look like this: I create subdivision levels in zBrush and sculpt away, and when I export my…
Quick question for you polycounters: Is it possible to isolate the mid-gray color in this image? I've used power nodes with exp to isolate the white pretty easily: but now I want to 'subtract' the white and keep the mid-gray. I can't use a OneMinus to invert either, because I need to keep the black border, black. This is…