yes that would be post-render process in max aswell. It works really welll with the self-illuminated channel.It could also be a mixture of naughty fall off maps and mental ray operations. Quick googling! This tutorial is for a neon glow, but you can easily replicate that for what youre going for. You could even add a bloom…
Hello there! For a college project, I was tasked with creating four Industry standard, low poly, 3D models. Each model was to have a maximum tri count of 500 and use a single 512px texture map. The models could be of any item so long as there was: 1. Melee weapon 2. Ranged weapon 3. An item of clothing 4. An item from…
Hello Everyone. So I've been recently trying to replicate this stylized metal surface detail from Michael Vicente's (Orb) Artstation. This detail is only on the cutting part of the axe, some kind of a squarish smashed shape. Michael wrote an explanation on his Artstation saying that "this is just clay brush strokes, dialed…
Is the standard here just having a load of loose materials and then doing face selections and applying the mat that way? And in working with those materials and their faces you have to create selection sets matching the those face selections to act as a pseudo select by ID function? If that is indeed the case do Maya users…
Hello all! In this thread I will be documenting my progress for my newest personal project. I recently finished playing Breath of the Wild on the switch and I absolutely loved it. I want to make a small diorama in unreal engine of one of my favorite parts, a stable! The specific stable I'm trying to replicate is the…
Hi guys I am currently trying to improve my rendering and lighting abilities and want to use this photo as a starting point I have created an object and some lights already using Maya Mental Ray and wanted to ask what I need to consider next in replicating this image. Do I need to add an ambient occlusion pass or should…
Hey Polycounters , I've finally started playing around with Substance designer in a more substantial way ( pun absolutely intended ) I'd hoping by starting up a thread here It will encourage me to keep building materials on a more regular basis. The first Sub. is a tile generator that I originally intended to roughly…
Now that substance painter is the main texture tool for a large number of game artists, something new have been happening: clients don't ask for Photoshop files anymore, instead, they ask for the substance file. I am not here to complain and I have zero problems on sharing my workflow, but I can't help but fell naked every…
I'm sure I'm missing something basic here, but for the life of me I cannot get rid of this error. I'm getting some kind of 'glare' like effect in the red channel. I thought it might be max, but I replicated the problem in xNormal. The top images are the normal map and the red channel of the normal map, the image int he…
So I've been trying to learn mudbox recently and have just completed a project trying to replicate a samurai mask. It didn't get to a level that I think is good but it was a learning process and I am limiting the time I spend on each individual 3d project I do. I would like to build on my knowledge with the next project.…