It depends if the company is on subscription or not, we are and it saves us a ton of cash. If we where to spend the same amount on brand new copies we could only upgrade every 4 releases, instead for that same amount we get releases every year, plus a bunch of subscription freebies. I honestly couldn't imagine going back…
Thanks for the assets! Indeed, the amount of sample does not change much, it looks like the artefact are more visible around the sphere poles. We are working on pre-filtering the env map but we'll take a look at this anyway (can't exclude their is a bug somewhere). FYI the metallic and specular shader are 99% the same,…
Your main problem is you think this takes a significant amount more of time to do. The extra lowpoly modeling should be extremely fast to do, and it saves massive amounts of time dealing with bake setup etc(especially doing test bakes, revisions, etc it really adds up). In reality it SAVES time. Practice your modeling a…
So it's not even as simple as using someone in the US? A lawyer has to get a slice? God damn how are there still these devides in this world in 2012. Bloody Amazon. But then paypal would be even worse, they would detain large amounts of money. Christ on a bike. Best I can hope for is indiegogo (which has been known to…
There's same technique in max just bind group autosmooth to hotkey and this macro :) (Max script) macroScript chamferEdges category:"User group" toolTip:"Quad chamfer edges" ( a = $ b = Chamfer() addmodifier a b $.modifiers[#Chamfer].smoothingoption = 2 $.modifiers[#Chamfer].tension = 0 $.modifiers[#Chamfer].amount = 0.2…
talking with our programmers a lot, it usually is bad to throw tons of small textures as it increases access time. but it really depends on the engine and the platform the result is heading to. there is no rule of thumb. but most engines the larger the list of textures and objects you give them to access the worst. (on the…
Hi! We started implementing UVPM 3 for 3ds Max but the problem is it turned out that the Max architecture is very unfriendly to UV plugins. That's because the UV editor in 3ds Max is implemented as a modifier. That's why it is not possible to implement any additional functionalities to the UV editor in a plugin. A feature…
I added the ability to build units. Different units will cost different amounts of gold units. Because I couldn't fit in a nice way text I ended up using literal amounts of units (gold) as a way to display the current currency - I think it works quite well. There is also a mini radar now in the top right corner which helps…
Step back a few detail levels and fix the bone and muscle structure of the face, and honestly the entire body. You've jumped way too far ahead into detailing when the anatomy is kind of scarily bad. You're close, but by scary I mean that it's off by such an amount that it looks like a monster wearing someone's face rather…
It's related to the size things are projected onto the sensor. Imagine looking at the camera from the top, with it sliced down the center so you are looking down on the image coming into the lens, converging to a point, then back onto the sensor. Because the sensor is physically larger on a full frame, it's being projected…