Ive been using Substance for just over a month now so I think I can help out here having been in a similar position not too long ago. Metals were one of the first things I learned because as far as materials go they are very straightforward. All those tutorials you watched? Watch them again. Memorize them. They are all you…
Well, it should be, providing nothing on your scene absolutely relies on anything from their scene (ie. joints in a referenced scene being skin weighted to meshes in your scene, or objects in their scene being parented to objects in your scene). As long as your stuff doesn't connect (I mean "connect" in a heirarchical or…
I've been using speedtree for a little while now and I thought I had a hang of it. I made some trees and exported them yada yada and I reopened the file today and the previously 2k~ tri trees I made are now at a whopping 13k tris. Upon closer inspection I see that there are smaller versions of the trees within my trees. I…
that's probably where i'd start - simply don't include the water There is/was a node for testing depth behind a surface that looks like it's specifically intended for this purpose on (probably) 5.2. I cant remember what it was called but if you search for depth in the materials nodes it should come up
so they changed the scale tool in Unwrap UVW max 2012 to be more like a freeform adjust in both horizontal and vertical instead of scaling uniformly ? My mind can't wrap around why they would change this. -anyone have a workaround/fix to be able to scale uv faces uniformly?
I am primarily environment artist, but I wanted to expand my horizons and learn some blueprint stuff. My understanding of coding is very limited, walls of code always intimidated me, but using the node based system of blueprints is much less scary. This is my first serious take on blueprints, I wanted to reproduce the…
Hello, this is my current project (i'm a developer) and it already works in russian community: http://scriptattack.com/maxscripts/torrender/index_eng.html - project details http://torrender.net - site http://torrender.net/TORRENDER_show_nodes.php - nodes http://torrender.net/TORRENDER_show_jobs.php - jobs…
warning, massive post ;) (but plenty of nice pictures + 4 YouTube videos) Site: http://www.pingui-island.de/ What? Last big project I worked on in 2008 and 2009 before I moved to Australia. I was the man writing the tech for the Flash AS3 engines, asset pipeline (maxscript) and level editor (Flash AS3) and several of the…
I am accustomed to use Blender that way . Just drop a shader and bake. Not even a hi res model necessary. Its bevel node could do much easier to setup edge wear than gazillion sliders in Painter that never looking realistic anyway and depend on a curvature bake rather than actual geometry and a real scale . Besides you can…