I'm not exactly sure if there is a term for what I'm having a problem with but going to explain it the best I can. I'm currently using marmoset and trying to get the specular effect on a round object where the highlights shoot out from the center like the images below. In marm the only options there are kinda is phong or…
Hello! I'm Will, you may seen me around the forums here and there making a fool of myself. :) I am very new to the site, we're talking only weeks here. I first found polycount through some amazing DS2 weapon entries for that contest you had going. Now I'm jumping ship from DA to a more suitable environment for 3D modelers.…
Does anyone know of a way to view maya tangent space maps without a maya license? I'm working with a programmer who doesn't have a maya and it's time consuming for him to have to send me things to test.
Hi!!, i just finish my last personal work Libertaria-027 The armor have 14972 tris and use 2048x2048 difusse, normal , spec and glow maps. The hammer have 586 and the base 451 tris , both use 1024x1024 difffuse, normal and spec maps. The final render its with Marmoset and the focus lights added with photoshop Thanks for…
FiberMesh to Splines Standalone is a standalone application that will convert the exported FiberMesh from ZBrush to splines. You simply drag and drop the exported .OBJ of FiberMesh on FiberMesh to Splines and it will convert it to splines in .OBJ format. The splines can then be opened by a 3d software that supports…
The small FiberMesh to Splines for Maya application will convert the exported FiberMesh from ZBrush to splines. The splines can be used to create and render Maya hair either with Mayas default hair or using a hair plugin. More here. [ame="https://www.youtube.com/watch?v=NVNtY-WIgIk"]FiberMesh to Splines for Maya -…
FiberMesh to Splines will convert the exported FiberMesh polygons from ZBrush to splines. The splines can be used to create and render 3DS Max hair either with 3DS Max default hair modifier or using a hair plugin that has a recomb from splines option. Learn more here.…
Hi, PC. I've been wondering since I've tried texturing in different programs such as photoshop and zbrush. If I were to texture in zbrush what would the procedure be in order to make specular maps? For photoshop I usually texture and create my spec map as I go but how would you control the spec map if you were to texture…
sup can someone help me out and explain why when i mark the follow it usually dont work right? i mean for examples i wanna use rivets here but u see some or facing right and some turned :( what do i need to do to make it follow correctly?
I am wondering what some peoples approach is to setting up some nice specular in the material editor. The assets are idealy for a console game and would be referencing just three basic textures normal,spec, and diffuse. screenshots would be awesome but a good explanation goes a long way as well. Thanks