Hey Guys! I spend a lot of time on this texture Pack, it consists of mostly procedually generated noise textures, expect to see all the common and many crazy textures from known algorithms such as Voronoi, Naki, Buya ... and just a lot of varied custom stuff. Fine paper or film grain / Car paint speckles / Natural or alien…
Hey, I don't say or show much of my work here, but I thought I'd be smart and ask a question instead :P Portfolios of various cg artist shows very often only the modelling and texturing skill, from time to time the resume also includes a list of various software. My question is, how much of a leap is it from actually…
Im getting an ongoing problem to do with having an alpha on my model in maya - its a simple .png file where the empty background represents what should be 100% see through and the diffuse what should be 100% solid, yet for some reason the diffuse part of the model is semi transparent so when rotated it looks dodgy. this is…
Malka Media is looking for a freelance Unity developer/programmer to create an interactive environment consisting of imagery, graphics and information. Candidates should have knowledge and work history developing Unity experiences that can live across multiple interconnected normal screens and touch screen monitors.…
This will be my first contest, and one of my first submissions for critique of the PC community. I look forward to seeing what all you amazing artists come up with. This contest may be a bit ambitious for me with the current title I'm working on due this year (Tom Clancy's: The Division), but Many of the artists here use…
While Matthew's car is a good asset by itself, i wouldn't exactly call it a true "mid-poly" (stupid term but how else to put it) asset. You can still see sharp lines from smoothing groups on it. The best example I can find right now is David Finlay's work: http://3dfinlay.com/html/veh/mcla.html to summarize a few key…
Thanks again Eric, these workflow tips are helpful. By the way that morphing tech is very impressive. I know that 2D morphing algorithms are not simple in the slightest, I wonder how they went about that, used some existing 2D morph code then just morphed the verts in 3D, or did the 2D transitions from scratch too. And how…
im very lazy about these things, so i would make a parallel fallof map with z-axis as direction, and use the rendered grayscale image for the blue channel. x and y channel can be created, by rearranging the smoothing groups so that you have some sort of segmented optics, now you have 2 normals per vertex and so you have 3…
Try contacting the author, see if he/she wants to upgrade it. But it's a bit fiddly anyhow. I asked Zola about it, and it turns out the pointing algorithm that's being used requires a Perspective viewport. You also have to use a viewing angle that keeps the top of the grid behind the surface you're painting. If you look…
@Tosyk ... about this img i too have run into the "love" of whatever they are doing with their view-port, they seem to be utilizing some neat "tricks" or are just ahead of the game in understanding how to utilize their shading algorithms, from what i can gather it has something to do with an nvidia attribute in the shader…