For those of you who are confused, here is a basic shader that you can use to get your foot in the door for physically based shading. As you can see, it doesn't even cost much more instruction count wise then the dreadful default phong shader. To make it easy to implement and re-use I suggest you do as I did and implement…
I've been noticing this after a bridge, and it's becoming very frustrating. I get these floating edges when i try and smooth, what are they and how do I get rid of them? Thanks!
Is there a quick way (perhaps a script) to reset the floating window positions for max (and the same for maya). It can be a right pain in the arse faffing around trying to get the material editor to show up again after you unplug a second monitor.
Started to work on a floating island concept with the advice of a friend, I'm going to try and finish this with the least amount of assets as possible. I have the heightmap and the masks for now. I should be able to reuse some of the vegetation from previous projects.
It's trying to make 4 components of information equal 3 components of information - can't be done. So somewhere you'll likely have an RGBA trying to plug into an RGB slot or something like that. float, half and fixed are all numeric values in the shader. These range from the most precise but expensive (float) to the least…
Hi guys, long time no see. Here's something I've been working on for a while. It's been pretty fun to learn more about PBR and Zbrush. It's a smitty on a floating island, I've had this idea in my head for a stylized enviro using PBR and I think I pulled it off somewhat well. I'm now pretty close to completion and I'd…
Hi everyone. I'm trying a new hard-surface modeling workflow using floating trimsheets. I'm using a similar technique as described in this article: https://80.lv/articles/deus-ex-modular-one-texture-assembly-line-library-tutorial/ But I find this workflow not optimized enough (too many tris and 2 materials for each mesh).…
Hello, Is there a way to disable the backface of mesh to cast shadow ? Basically i need this for the floating geometry not to cast shadows and ao in my hipoly renders. (I want them to render like in viewport) Im using 3dsmax and MentalRay. Thanks.
Are you supposed to scale your mesh to cover the geometry? If yes, then im doing that right. My main question is when pulling out faces or scaling the mesh on an axis you will get weird black stuff where the low poly mesh isnt over the high poly. Example: From the front this looks fine and smooth and the floating geometry…
hey all, ok so i lost a floating window and its bugging me. It was the one on left hand side where the Reactor tool bar used to be in 3DS 2010. :poly122: