Hey the issue is simple and menial but would be nice to get fixed. Upon re-rendering the project with new maps, the brightness settings applied to my masks are set back to default. To clarify I have a group which is masked to one of my material IDs I change the material ID settings in the dynamask editor, specifically the…
I'm using MG Edge Wear to create rusty effect. It creates effects based on my UV seams. So my question is how do I get rid of these areas ? I have tried to paint on the black mask and also erase tool but they both didn't work. I have no idea how to erase this seam :( It seems like the substance effects are not editable.
My question is twofold, and regarding item flavor text and dota lore. 1: has anybody seen a noticeable difference in ratings/comments on items with lore related flavor text vs. more technical/matter of fact descriptions? (or none at all) - specifically something that tells a story about the item vs. one that just states…
Hi guys I am used to adding more curve points on splines in Maya before extruding to help focus the poly count towards certain corners and areas. I would like to the same in 3ds max however after using the normalise spline modifier, collapsing the stack and fusing unwanted vertexes together the end extruded wasn't pretty.…
This is a tough one.. for any composition everyone will tell you: What's the story you want to tell/show. So when seeing this section of the cave i'm aksing myself: * How does the spaceship comes into the cave ? * Is this the entrance and is this by night ? * Is this shortly after the crash (so the spacecraft light the…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
Did you try moving everything except one piece of the tile out of the "live area". You should rebuild your material, it more then likely baked it into a shell material. Even if you see your old material and it has the white triangles in the corners its more then likely been added into a new "shell material". Eye dropper…
Thank you Eric! That is genuinely so kind of you to take time out of your day to help improve a random stranger's work. Did you mean add edge loops to the scroll length-wise or rather ones to the spiral of the scroll so it doesn't have as many sharp edges? I hear you about the bricks and kind of agree, just needed to hear…
I dont understand the question? You can put details on your normalmap by using nDo and then use the detailed normal with DDO. Why is the highpoly mesh so similiar to the lowpoly. Doesnt make much sense to use a normalmap then.