There are many options in max, but none comes close to the fast results you get from off-set cut. In principle it should be possible to do something similar with the boolean intersection and generating a spline mesh used as a cutout. But then trying to fill that removed strip of geometry with new topology like the strip of…
yea see thats the thing I hear is hard with this kinda career, dont get me wrong theres nothing else on the planet I rather be doing than 3d. But it seems that qite often are type of careers have tended to make us become conditioned to work and work more to only improve and be better than one another to create somethign…
Look you're not wrong, and I'm not saying it's ok, it's something I just expect because as far as i know this is the accepted reality. I remember articles and people suggesting getting into game dev or CG is the kind of work you get into while you're young, cause you'll work long hours, more than likely travel and have to…
There's no real reason to not use UDIMs - it's just another texture set as far as painter (and anything else) is concerned. In painter they can be named and export presets can be built to output whatever file names you like (on the most recent versions at least). We're actually using the UDIM workflow in painter quite…
you're not limited by biped in terms of bone amount - it let's you attach dummies, or entire bone hierachies to any of it's joints. the bad thing is that you cannot do parameter wiring to e.g. read biped body part rotation and accordingly position a deformation helper bone. biped doesn't seem to expose that kind of…
@gnoop: Ah, I see. I also thought the old DDO felt a bit more "procedural" which also had its drawbacks in that rerendering at higher resolution often looked too different for me. But I too would like to see some of the old effects coming back. @Eric: I noticed the mouseover popup for the ID map has example pictures of…
Hi, how much is important for a companies to see grooming skills of a 3d character artist? and i assume they prefer haircards grooming? i see a lot of professional work on artstation but those characters are assembled by various artists. But i guess that's the case when you already get into a company/industry. But what if…
i tried to create a kiosk and painted some height details at first but in the normal map the lines are too jagged and not smooth. can i get much more good results by tweaking setting or anything. thanks.
Thanks @disanski So unreal card hair is dependent on a lot of factors - DItherTemporarlAA node in the hair material that your opacity feeds into - Your Opacity map being strictly black and white, no grey values - When rendering in MRQ making sure you are using Temporal Anti Aliasing and dialing it via command line, mine…