It doesn't look like you're using the step function in your shader, and it's absolutely necessary to make the sharp shadowing. They mention it in the GDC presentation on this slide: So you take the dot product (also called "scalar" product) between the vertex-to-light vector (going from the vertex to the light position)…
I like the detailing of the sculpt progression. Step 1: Start with a sphere and two rectangles. Step 3: Make a detailed pig head. What's step 2? We're not sure, but step three is make a detailed pig head. :)
step 1, make new document at 50x50 step 2. Fill one half black leave the other. Select all and define as pattern. step 3. fill above a yellow layer on multiply. Step 4. profit
I'm glad to see you continue pushing on this. First Shot: The main action here feels good. The ending is the weakest part for me because of how the momentum seems to stop. A common issue with animation is when you can see that it looks like the animator didn't feel like doing the work of having small foot steps and weight…
I'v been getting into Zbrush modelling a lot recently and while many problems I have managed to find out about on my own this one I just don't know how to solve. The Character that I'm working on has small detailed parts such as fingers and toes but because there so close to one and other they keep melding when I use the…
A few things... 1) The outer spline is a bit messy, some of the outer teeth on the sprocket have double verts which is going to cause problems. 2) You need a plan for the edges connecting the two pieces together. 3) Centering the pivot point should help you align, rotate and duplicate pieces so they are mathematically…
Hey guys! Hope everyone's well. So I'm working on a little room and, in particular, the floor is just... disastrous. I've made a normal map and tried layering noise into the spec, I've also made the texture 4k. Any feedback, related to the floor or not, would be amazing. Thank you! Have a nice day guys :-)
Hi! I'm a bit confused by the title which mentions normal map issue due to 'UV-Seams of high res mesh'. If this about transferring highpoly detail to a lowpoly using a normal map, I would think only the lowpolys UVs are relevant? Along what Eric asked, what does the lowpoly look like with just the baked normal map applied…
Hey guys. Im simply trying to drape some cloth over my armor and as you can see. the cloth is harshly sticking to my armors edges and when i pull it away it just re-clings to the edge. I've tried setting the skin offset of the avatar to a higher amount but that doesn't seem to fix it. and I've also tried rescaling the…
I'm experiencing serious performance and basic functionality issues with the new max. Does anyone have any fixes for the following problems? 1. Zooming out too far, and drag selecting objects on the screen doesn't select all the object in that area if they're too small. 2. Middle-Mouse-Drag to pan when cursor is over an…