Use a "Normal Bump" map in the bump slot of any texture. It renders the normal maps fine. I've been doing it here at work for some pre-rendered cinematics.
I understand the logistics behind how interpolated smoothing works, but I appreciate you taking the time to explain the bascis thinking that it would help. Unfortunately, my knowledge of "how" it works isn't really at play here, but rather specific techniques for getting compound curves correct. The fact is that it would…
the chances of them giving you an almost 25% raise when the usual yearly raise is 3-5% is probably really low, especially for a small studio like that. It would be more feasible to hit that 50k/year salary for your 2nd year inhouse in the industry and then 55 in your 3rd year is more realistic. in most studios they don't…
Just to clear this up: the height maps created with dDo will automatically bump the normal! No need for nVidia filtering :) Just make sure height is checked when setting up the project, and you'll be able to control the bumpiness of each detail using the H slider (opacity) and swatch (bump color).
Subdivision sketch: non-locking accessory carabiner. Just a simple modeling exercise. None of the internal spring components need to be modeled. Consistent loop distribution to maintain surface quality. Basic boolean block out. All the geometry is generated by simple mesh shapes and non-destructive modifiers. Most of the…
Nice! Looks beautiful, love the stylization. Can you share a bit of the creation process for these rocks? I’m guessing maybe a macro-sized bake for unique normal map, combined with micro-level tiled detail maps? Reminds me of some of the work Naughty Dog has shared here before.…
I made a custom mouse matte, fabric style top layer and added a medium firmness sponge under layer, so its gives in to the shape of my wrist under its weight, but is still firm for the mouse to track correctly. This combo works for me so i dont need a fancy mouse, or those wierd gel lumps supports.
[ QUOTE ] that's a very nifty model, i like the attention to the panel lines. i checked the ref though and i gotta agree, i think it might be a little bit too narrow across the x-axis. or maybe it's the perspective giving that illusion. either way, with guns in first person view it's usually a good practice to thicken them…
The default shaders in Max incorrectly display normalmap lighting in the viewport.* Standard material, bitmap loaded in the Bump channel via Normal Bump, using the checkbox DX Display of Standard Material. * Standard material, Enable Plugin Material = Metal Bump9. If you want to fix the seams, you should use a third-party…
Looking sweet. Might want to increase the micro bump strength, so the top layer is not so flat-looking? I took this photo of moss recently, snow was still falling in Vermont, so maybe the moss looks more scrawny in cooler times?