Recently upgraded to 3ds Max 2012, and I'm getting a boarder or padding around my Render to Texture (black, empty space) instead of filling out the boarders (rendering a tiling texture). Anybody know how to disable this?
Howdy folks, It's been awhile since I last posted onto Polycount, though with the new Animation section I thought it'd be great to start posting regularly :) I am currently working on a project with a Hand Animated Wyvern and a Motion Captured Human fighting. Currently I am at a "First Draft" stage, and there is quite a…
The 520 bridge can rot in hell; or at least the people that get into fender benders on it and turn what should be a 10 minute drive into a 2 hour stand still in Satan's ass crack.
TL;DR My active core toolset: ZBrush (for organic sculpting, as I'm a character artist) Blender (my main 3D modeling app for HP hard surface (subsurface modeling) and LP optimization, retopology and UVs) Marmoset Toolbag 3 (for baking & rendering) Substance Painter (for texturing [obviously, lol] and sometimes for Iray…
ZacD thanks a lot for the reply. I've been self teaching and looking at tuts and all that since 13 I think that was when I started modeling, but only about last year did I actually decide that this is what I wanted to do with my life and begin modeling 24/7. Here's an audi I rendered today, it was my first project after…
Maybe I'm missing some obvious step that you'll see if I list my actions. - File -> Reset - File -> Import, choose an FBX file with existing UVs and normals (validated them as properly imported with Game vertex tool and UV view in Modo) - Drag the Mesh entity (thing with a cube icon) out of Items "folder" Modo creates for…
You should be checking every map that DDO works with to ensure that it's consistent with the style you need. Edge padding shouldn't be the issue - it's just another set of dark and light pixels to DDO, as far as it's concerned. I actually prefer to add padding myself with the xNormal Photoshop plugin, since I tend to…
Hey Angel! Cool stuff, and congrats on your first post for critique! Jumping in, I'm going to start by focusing on the reel presentation. A great presentation can go a long way effectively making your work pop, while a poor presentation can sink even the best animation. With this in mind, here are a couple of suggestions…
thanks everyone :) s6: right now i only really prefer to stick with maya because of how fast it feels. being able to quick swipe or flick marking menus for tools is great, and when i go back to max i find the quad menus incredibly primitive feeling. tools-wise, its pretty much all the same. theres a few things here n there…
Depth peeling is not only a "shader" effect but requires special passes in the engine, as you have to render all transparent objects many times. I have no idea about how much Unity would expose. And depth peeling is still not exactly post processing friendly, and things like deferred shading, depth of field all would need…