The catmull-clark algorithm itself is not patented. Blender, modo, and lightwave have been using it for ages. OpenSubdiv is the implementation of subdivision that also happens to use the same algorithm. OpenSubdiv is coming to blender soon as well Edge creases are a godsend for hard surface modeling. Max users have been…
I agree with you. I am fond of Epic, Unreal Engine is an amazing tool and Epic also pushes many technical limits. Still, I personally dont like this development. To me Artstation was a unique social platform that really stand out for me because of there innovative way to share art in a professional environment. Same…
A wrong swizzle setting would affect the whole model, it's more likely the triangulation issue. After triangulating and baking, you need to work with the exact same triangulated model or use the same quad model and the same triangulation method. The triangulation algorithm can differ between programs and some programs…
In fairness max went at least 10 years without a built in way to reliably fix up broken references more than one at a time. Substance could do more to streamline the process for sure but the dependency manager does actually do what you want, it's just not feeding you the information on a plate or automating the process for…
i dont think thats possible in europe, let alone in germany. but it certainly is a thing in the US. i have seen contracts with stuff like this in them. i also have seen this stuff being tried here, but it had zero legal weight, thanks to our Urheberrecht. If you used company equipment to write tools, the lines start to…
One of the major advantages of designer is it's place as a pipeline management tool - this is overlooked by most small operations as its just not that important to them but if you're proposing to build a massive library it may well be a consideration. Where designer's weaknesses lie are that you cannot develop your own…
I agree with poopipe, Alchemist is actually very flexible. At first I thought it was just the same as Quixel Mixer, but of course it's Allegorithmic and they have really fleshed out the features beyond what Mixer can do, and they will continue to improve it and add elements of Designer, along with more filters. I have…
No, no, no. A properly baked normal map will not have seams like this and you should never paint on a normal map unless you absolutely know what you're doing. Can't believe "paint out the seams" is alive and well in 2017. OP, you need to ensure that the program you are using the bake the object has the same tangent basis…
This has puzzled me a lot too! And it's something I still haven't been able to deal with satisfyingly. You should check up other people's work for reference on this. I've previously looked at this one from Joshua Lynch, and this from Conor Whitstone. From what I've been able to gather, you don't use tile nodes for such…
Maya supports Catmull-Clark Subdivision Surfaces, commonly called Pixar Sub-D's or PSubs. They use a different sub-d algorithm and have greatly reduced UV distortions when you apply the smoothing algorithm to your low-poly mesh. Additionally, you can use edge creasing instead of adding geometry with edge loops.