I have some trouble with Maya 8.5 when i enable the shaded view mode and select objects i modelled i get terrible lag before i can continue modelling also 3D Painting has the same trouble, special worst when useing painteffects. My drivers are up to date, and discreet sucks with there update your driver or reinstall the…
hey guys i was hoping you could help me out. lately when i've been using max, my command panel ends up disappearing. i tried the show command panel thing in customization, but thats already turned on. it seems to come back after i restart max, but having to do that everytime is starting to be a pain. i'm thinking i'm…
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Is it just my ZBrush that is a bit buggy or has this been changed? So far I've run into two problems I can't inflate with the transpose tool anymore. Also when I click on the eye icon on the active layer it doesn't hide all the other layers. Is there any way to hide all layers now because this is really annoying. And yes I…
Hi,I am having issue with alpha in marmoset,(well i always had the issue).Ive got this alpha card(as a beard)and have integrated the alpha in alpha channel of the color map itself.saved it as tga 32bit.4k tex.So the alpha comes really jittery when i select the dither mode.and in cutout mode its worse.Is there a fix for…
hard to say, i tried the maya integrated 3d paint only very briefly. i did however test every commercially available 3d painter that i could get my hands on and i'd have to say that studio paint is clearly my favourite among deep paint, bodypaint, zbrush, mirai's 3d paint and amazon paint (i didn't re-evaluate old stuff…
Your result is the expected result, and the one I got when running through your steps. To fix it, you should just be able to increase the tolerance on the edge detect node. It looks for contrast, and if you notice, in your distance node you can see a subtle gradient in each shape. Your edge detect is just set sensitively…
It's fairly easy to make a node in SD to convert Spec/Gloss to Metalness/Rough.. but it won't be fully automated, though. Basically mash your metal parts from the specular texture via mask onto the basecolor texture, and said mask will be your metalness texture. Invert the gloss map for roughness. Finding the metal parts…
On this kind of material, the blend mode only needs to be translucent or additive, and you can then render it unlit. Put your colour into the emissive instead of the diffuse slot when you do this. The vertex shader shouldn't really be affected after you do this. I'd check your main node settings if something changes once…
Short answear substance can do everything ndo ddo does. So yes you can combine overlay normals for detail passes. Substance does not come plug and play from the get go though you need to make nodes/templates be warned about this a lot people see the samples and think you can work on that kind of template from the start.…