There is probably a way to use one image for lighting and have another show up in the BG, but I wouldn't use a foliage one anyway, just wanted to check. Depending on if there's something behind the camera, you might want to block that part of the scene in/off if it won't be seen at any point, so there's less light coming…
I am looking for somebody to setup a blender scene I can use to make renders of files (primarily tabletop miniatures), with a studio-like feel. The render should showcase the depths and contours of models, and all the small detail, and use a plastic-like material. Ideally I would like to be able to drop files in the scene…
Hello I made just a quick scan last year by my cheap old smartphone - Xioami Redmi 7A. Of some debris from a building renovation i went by by a chance. I loaded it into metashape, did high quality mesh from depthmaps and did texture (generic, mosaic, 8192*8192 px resolution), BUT (!). The texture came all "weirdy" and…
So I am putting together a new desktop this weekend. * AMD Phenom 9850 2.5ghz quad core * 9800GTX GR2 512mb ram * 8 Gig Ram * 1x TB hd * 1x 300 GB hd * Vista Ultimate 64bit So yeah it should be quite the little beast. Got me a nice watercooled tower but I'm not dropping these pieces into it. Why, you may ask? Well because…
Here is the face I did recently to try my hands on Unreal engine. The goal was to get a good looking skin, even after super closeup. Something that Lukas Hajka's project inspired me to do. It's still way off from his level of quality, but is a start. Will be updating my skin knowledge more and more. For the detailing…
Hi. I'm encountering a strange problem with my rigging. I've modeled a basic female meh and I've posed UDK's Female Biped to fit my mesh, I've only manipulated the bip_xxx objects to get the biped to fit my mesh. The basic pose is upright with arms out at shoulder height. The problem comes in when I exit Pose Mode to begin…
I'm using maya 8.5 rendering in mentalray draft mode. I have objects with alpha maps that also fade to being completely transparent. I did this by having the shader's transparency controlled by the maya blend utility. color one is the alpha map, and color two is completely black (for completely transparent). When i render…
Man, I've been looking forward to this game for ages... But holy hell... These shots are awful: http://www.joystiq.com/2007/05/22/new-metroid-prime-3-screenshots/ Its really starting to look like "why bother?" now for some of these Wii games. I know the point in the hardware being so low was because it was to keep the…
Hey! I would add the cracks layer inside of the material in Unreal. There are plenty of material expressions and functions you can use to combine different textures in the material (like linear interpolate, multiply, blend angle corrected normal, ...). Got to get familiar with the material system and use the documentation.…