"Universal Scene Description (USD) is the first publicly available software that addresses the need to robustly and scalably interchange and augment arbitrary 3D scenes that may be composed from many elemental assets." https://graphics.pixar.com/usd/docs/index.html
Man, I love seeing those "Behind the Scenes" WIP walk-thrus you post (wish more games came with "Behind the Scenes" stuff) Anyways....I want to see an awesome Juke-box in Fat Eddie's!
How so? What do you mean by clay-looking? It is more stylistic than the others in the series. That's beyond the point, which is that Boneyard has a lot of contrast and feels more cohesive. The specifics will differ from scene to scene.
Last one for today: Inspired by Jack by Dan Matutina, and a bunch of other neat stuff over at Future52 i created a small scene during a goofy friday at the office. Fun and fast! This is a link to the whole scene in 3D. Neat!
Hey there, here are my specs: And that's the thing - when I re-create the hair and load it in the scene, it's fine. Then I save the scene, re-open, and bam, it's like this again. Do you think this video card is insufficient? Thanks!
Harley Davidson "Heritage Softail" motorcycle made for Project "Our Heritage" scene. you can find the scene here : https://www.artstation.com/artwork/1kEBo https://www.artstation.com/artwork/BDDoz and here :https://www.artstation.com/artist/neo_eb
I am working on a quick Unreal scene based on a lovely concept piece I found, to get some extra skills before tackling the big Last of Us scene again. Should be finishing up soon (ish)
default light means there will usually be a light at the camera position, not 0 lights in the scene. What happens if you turn off default lights and there are 0 lights in the scene, both should ouptut black spheres if I unerstand correctly?
Illusions: You might open a random scene file and want to dump out images into the same folder as the scene file. If your project is not set (or different) at this point, then it's a pain to try and get the Project setup to match. Thanks for the links!
I don't think that there is a possible solution. 64bit Max can simply handle larger scenes than 32bit Max. So the way that you're doing it - splitting to multiple scenes, rendering in passes and compositing, is probably the best method.