I'm not sure if this is the right area to post this so sorry in advance if it is not but I started a small film project set in a cyberpunk city. I'm new to C4D and OctaneRender and have been trying to find tutorials for this sort of thing and while what I have achieved looks alright, it looks too stylised and fake and I…
Finally finished a piece that I started about 2 months ago (way before I joined Polycount). Mainly with this piece I was practicing on camera placement, depth of field, multiple material layers etc... This was created in 3ds max 2013 and all textures (except for the map, which is the "USGS - US Geological Survey" and table…
hey guys! my first post here on polycount. hey just wanting get to apply at ID software and have a decent chance... so im doing a smaller project. hopefully i can get it all in game... so im making a prop based on this concept i drew up real quick. i need to get this done FAST so i can put in my app at ID before someone…
@Ged The normal map on the glass is a good idea. It's made in Unity but I'm willing to move if there are better tools for a night scene. @Meloncov I see what you're saying about the candle and the window. I originally wanted the light source to only be from the window and add the colors of the stained glass on everything…
So as the title reads w/e I Decimate a tool in zBrush it changes both the scale and position of the tool making it unbakeable seeing as it then does not line up with my low poly mesh. The first picture is a shot of the mesh inside of ZBrush and the second is a shot of the mesh imported into 3DS Max. Note that the Belt in…
And you helped it understand by answering them captchas But from all i head so far it needs a whole bunch of meta data to "understand" better. So to speak a mask telling what its "looking" at. If you slap it in without prep i am sure it will hallucinate the shit out of a scene
Thanks, Brian! I was dealing with that cuz I think the same about the crystal but since I'm managing some bloom too for the "Power" of the crystal I was getting only a huge blue color and super burn image and the opacity wasn't adding too much to the scene. But for sure in the future, I'll be looking to add more "power"…
Pretty much finished at this point. Last thing I need to do is make a proper livery (probably going to make a Honjo Taxi), and then I have to make a nice scene to render it in that isn't a grey blob.
Would anyone be able to help me with these errors? I have never encountered them before. The same bakes are working in XNormal and Substance Designer 5, but not Substance Painter 2017. If I understand correctly, "bad allocation" is when the polycount is too high for the system? I have 16g ram and can be baking up to 25…
I'm not sure what I'm doing wrong. My workflow is exporting a highpoly fbx from Zbrush of a full character I'm working on, and exporting a lowpoly fbx from Maya with the same subtools (all matching names with _HP and _LP as suffixes). Loading the lowpoly into SP works fine, but once I try to bake using the highpoly fbx I…