specular is represented by a gaussian distribution (aka an iq or bell curve). for every light source you get something like this: here spec is y (intensity) and gloss is x (width). that's all that happens in your typical blinn or phong shader. on a math level it's something like spec calculation ^ (gloss*MAXGLOSS) where…
ok doing a bit more work thanks for some of that help with the new way to uv unwarp hard edge things, some things still had to unwrap the normal way, also the more zoomed in shot is what I plan on doing to show off the character when rendering, with him in a basic idle particles coming from his back and having him spin on…
Zbrush 3 might benefit as it's built to work with up to 256 cores, not sure how much it would help though. For games, many can't make use of a quad core, from benchmarks I've seen a quad core over a dual core the FPS increase was from about 125(ish) to 140 (ish). You would need a different mobo if you were to upgrade to a…
I have an HP laptop that handles zbrush like a champion. I have 4gigs of ram and a 2.2ghz dual core plus a 250gig harddrive. The video card isn't great its like a 256 9400, but its enough for maya and zbrush work. I wouldn't recommend getting anything under 4gigs, which I'm not sure you can even find machines with less…
try a fresh o.s installation with a format perna , i had about your same issue (example: undo @ 5 secs delay each time) 2 months ago or smt, a fresh install with newer up to date drivers fixed the thing. my hardware spec: amd 955/8gb ddr3/8800 gtx. my best bet at your problem is just a driver issue, prolly the chipset…
Hey Lewis, firstly thank you for replying to my post! I agree about the shadows. The crazy thing is that this was the result after I baked the lighting. I've set my Lightmap resolution of the floor piece from 128 to 256 and set it to bake again. I could also lower the intensity of some of the brightest white lights in the…
- Try to work in greyscale the most as possible (avoid greyscale -> color and color-> grayscale - Use the standard blend mode - For alpha blending: use the opacity input of the blend node (instead of injected the alpha in the foreground) - If the UV layout is composed of multiple parts (face, eyes, whatever), generate each…
ARTWORKB&S Lyn (fanart)by Olya Anufrieva ARTWORKB&S - Lyn 화양연화by BYUN ARI Hello everyone! This is my collaboration with awesome 3d character modeler - Olya Anufrieva. She gave me this model and I created the all grooming work for it =) Concept by awesome BYUN ARI Olya's model have a good polypaint, so I used VertexColor…
Unless you're doing work for iPhone or other platforms with really low hardware specs you probably won't have to worry about vertex splits or triangle stripping for your optimization. Todays hardware is so powerful you have a huge resource ceiling to work with. Don't take my word for it because I'm not that well versed in…
Sorry for the delay guys with the tutorial but I have been fixated with lowpoly seams and finally worked out what the problem was. Mesh decimation works well for rocks and cliffs but causes problems if the mesh is flatter. Got around this by just exporting a lower subdivided mesh from mudbox, 256 polys and the end result…