Arc Productions, a Canadian based CG animation and visual effects facility located in Toronto, Ontario Canada is looking for Production Engineers to join the team. With over 250 artists and technical staff and the most up to date resources available, we bring the vision to both major Hollywood studios and independent…
Arc Productions, a Canadian based CG animation and visual effects facility located in Toronto, Ontario Canada is looking for Production Engineers to join the team. With over 250 artists and technical staff and the most up to date resources available, we bring the vision to both major Hollywood studios and independent…
Arc Productions, a Canadian based CG animation and visual effects facility located in Toronto, Ontario Canada is looking for Technical Directors to join the team. With over 250 artists and technical directors and the most up to date resources available, we bring the vision to both major Hollywood studios and independent…
There is no an easy and simple method to scan a surface yet. And non of them is always perfect for any kind of subjects. It's always time vs desirable result. You just need to understand a few things. A very base of any texture currently is a surface heights , an actual shape in a word. B2M ,crazy bump and such are simple…
Well, the geometry needs to be tessellated (converted to triangles) before it is rendered, and each renderer has its own way of tessellating geometry, so that's why it happens. I think you should be concerned with nice renders once you're done modeling and at that point you can fix the SubD surface so that it's possible to…
[ QUOTE ] For example, could I make a bunch of big square template shapes in high res, like a brick wall or gravel, then render then onto a long thin low poly object? In this case its sqaure to rectangle, but it could be sqaure to round circular or whatever. [/ QUOTE ] The normal map extracting tools all work basically the…
Your normal map has a limited amount of pixels, meaning it is only capable of smoothing a certain size normal surface variation. If your surface normal changes a lot in an area thats only covered by a single pixel of your normal map, theres no way that single pixel will be able to make the surface smooth. heres an image to…
[ QUOTE ] [StrangeFate] Rounded edges are way more expensive than with SubD (or meshsmooth and Co.) but you save yourself some thinking trouble when cutting into rounded surfaces and you almost don't have to bother about any topology at all. [/ QUOTE ] I'd like to hear more about how you guys deal with cutting details into…
Hi guys, I was wondering what kind of best practices could be recommended in cases where using smart material masks creates extreme repetition on surface details (scratch mask for example). my texel density is at 512px/m (one 2k sheet equals 4 meters). so I constantly get very poor results on flat surfaces. I can reduce…
Several reasons: I don't think in terms of hard/soft edges, I think in terms of surfaces - continuous smooth surfaces and surfaces that are separated by an angle break. For me, at least, this make more sense and is more intuitive than hard/soft edges. Smoothing groups are way easier to work with. I can select by SG and I…