I'm working on a scene using maya 2008 and i've got a few specific objects that need to be better lit for a final render with mental ray. i'm turning off illuminates by default and i'm linking to the specific object in the relationship editor. When i do a hardware or software render it works as it should, but when i use…
In Zbrush I want to view my model with textures but every time I do the model defaults to flat shading while everything else is still Matcap. I've managed to do this before but I have no idea how I did it.: The Model on the left has a texture map applied AND has matcap applied The Model on the right has a texture map…
Pretty simple question...hoping the answer is just as easy heh. I have created 7 point lights in maya any other type of light I try and create does no illuminate. If I delete one of the point lights the new light that was not emitting turns on. It seems maya is defaulting to only allow 7 lights in hardware, high quality…
Real time BPR There are some weird lines that act sort of as a specularity even though in the material modifiers is at 0. Please if you can help me get rid of those since I was going for a more realistic skin. I get the same problem with other materials such as the default SkinShade and I never encountered the problem with…
Hey everyone,This is an environment I made for the most recent Art station challenge. It's a jungle path on the island of Okinawa. I know it needs a little polishing before submitting it to my portfolio and calling it done, but i'm not certain what to focus on. I think the biggest thing it could use is a unique sky-box…
I believe this goes here. My apologies if it doesn't. This is a generic female head, meant for games. I tried to budget at 1000 tris; eyes are heavy and will probably be reduced. (is tris the accepted 'budget' point, or faces?) Any criticisms are appreciated, especially anything that is wrong. Anything that can be improved…
I have been working on this goblin/chihuahua creature sculpt. I started with a simple bust but when I tried polypainting it it came out looking very plastic. while it is supposed to look stylised and 'cartoony' I want it to have some convincing texture at least. I played around with the default materials in zBrush but…
This is what I've been working on primarily for a while. Basically a sci-fi/noir-ish environment with the 'slummy' area under the main road, with the constant Blade Runner rain. Just thought I'd show a few isolated assets without all the rain and stuff in the bottom image. The total recall-style police car is freshly baked…
I started loving this initially, but at some point but after making some changes (so many i don't remember them specifically) its started to feel a little stale, something looks off to me. Am i just bored with it maybe since i've been working on it for almost 2 weeks? What would you change? EDIT: btw, i've only done the…
I ran into a problem with some alpha mapped planes while working at my Han Solo Blaster model : The planes render fine in 3ds max 2015 (default viewport settings, except max texture size) while the same planes render...well not as they should in the classic DDO's modelviewer and Substance Designer I really have no clue why…