Weapon finish has been updated, now with more overall contrast and improved alpha channel. Also I discovered a thing about levels of the alpha for anodized multicolor (didn't tested other styles yet) style. Range for specular level actually goes all the way to 160, not 127 as guide on counter strike blog mentioned. Values…
thanks everyone! David Wakelin: tnx man, live painting is done by painting vertex colors on the model. each channel ( in this case, r and g ) acts like a black/white mask in the shader's interpolation node. i usually add a few more tricks to make it less linear, mosty by adding or subrstracting that mask with any channel…
Been a while, but since this is what I've been doing the past years, I should post too! Thanks for starting the thread. My family bought a 1950 Icelandic timber house, and I'm doing all the renovations myself. This included teaching myself the icelandic plumbing system (which includes a low pressure radiator loop for…
@LuLima - I'm so sorry that I've only just seen this! The basic set-up for making a Master material is to create a new Material and plug any diffuse texture into the 'Base Color' slot. Right-clicking this Texture box will give you the option to 'Convert to Parameter'. What this will do after you've named the Parameter is…
First off, Thanks and Ill do some fresh renders a little alter. I didnt do much with the above. Just a few different shaders and did a BPR. I plan on doing some high quality renders in max once i learn the ins and outs of Vray. To start from the top going down; I started modeling out of boredom and curiosity in 3ds max.…
I figured I would show a few pics of my current setup. I have a sort of scaffolding made out of PVC pipe, which I can quickly clamp on my lights and there are 2 crossbars on the top where I mount the camera and another light. Right now the setup is 3ft cubed, but I can just cut longer PVC to be able to capture larger…
I've used both, I mostly use ProBooleans now but I use regular Booleans out of habit or because some custom maxscripts/interface buttons use it. I'm sure over time people will update their UI tools and I won't have to use regular booleans any more. ProBooleans is a really nice refreshing upgrade to a feature that did need…
As promised above, this post is my tips about Cinema 4D's "Normal Tag"... In Cinema 4D, Vertex Normals (and thus, the 'smooth-shading' aspect of mesh objects) are normally generated and maintained by the "Phong Tag". The Phong Tag has options for setting a "Phong Angle" (smoothing angle) as well as an option to honor phong…
@Ashervisalis that's what I did with torsos in mudbox and then in zbrush. I begun with sphere , shaping them into basic shapes and then I was adding and subsatracting geometry until I got the desired outcome. I stopped that making though because I want to take a look at some tutorials and then sit down and dedicate myself…
It's probably because over time values of one or more axis could go beyond 360 degrees, causing extreme rotational value changes when going back to the original frame. The easiest way to fix this, if this is indeed the problems, is add or substact 360 degrees from the copyed keys that are way off, so they're as close to…