From the Max help file, FWIW... [ QUOTE ] IFL Files An IFL (Image File List) file is an ASCII file that constructs an animation by listing single-frame bitmap files to be used for each rendered frame. When you assign an IFL file as a bitmap, rendering steps through each specified frame, resulting in an animated map. (In a…
https://www.unrealengine.com/marketplace/en-US/slug/storage-and-attic-prop-pack This is a pack created from assets we are using to create breathtaking realistic environments. These assets are inspired from worlds we want to build. This pack includes 110 assets (each with material variations) to customize and fill your…
Hey everyone! I'm currently converting to 3DS Max after a few years modeling in Cinema 4D, and I have a couple of tools that I dearly miss in 3DS Max, or at least I haven't found anything like them in 3DS Max. Number 1: Translation step snapping Simply lets you move objects a certain distance at a time. I find this…
It would be astonishing to find that a 1bit alpha would cause so much memory overhead that it could cause the complexity of other objects/shaders to be scrutinized. BTW alpha can be added into a single 16/32bit TGA file, so why would it require an extra channel? Actually, looking at the current config. it would save around…
No, it doesn't affect exports as far as I recall, it seems mainly to be a viewport drawing optimisation issue - the UVs sometimes magically fix if you just stop moving the viewport and select a vert or something. And adding a Unwrap modifier shows the UVs are all correct. Blaizer: Well, viewport performance really depends…
Thought I'd update my results. I received a letter in the mail yesterday about my rebate. They are trying to say I didn't include my UPC when I sent in my form, so they sent everything back and asked me to 'correct the problem' and send it back. Since they didn't send the UPC back, and I DID send it in, I no longer have…
that requires a large number of variations of different characters how large is large ? worked on a football game IIRC almost 600 individual "characters". In that case It was a single head (with expression morphs) and a an individual head mesh as a base morph target for each player. We had automated tools to generate the…
Happy New Year and a big milestone for the Bi-Monthly Environment Art Challenge as we kick off number 100 for the months of January and February! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our…
To be perfectly honest, I almost replied to MagicSugar about that comment, but decided against it. There's a lot of perceived ageism in this industry. However, this isn't usually down to a numerical factor e.g. you're 28, so there's no way you could possibly handle the duties of an entry-level artist. When most people talk…
Yes - calibrated means they come with numbers you can use to set them up correctly in your renderer (assuming you have the control to do so) These are calibrated (or at least i'm reliably informed they are) https://polyhaven.com/hdris I don't think you can just drop the files into painter and they'll magically work -…