Hey guys, I'm trying to create a realistic look planet in zbrush, but for some reason when I use surface noise and import my alpha texture in zbrush, the tiling is not perfect even though I UV it in zbrush using UV master and it looks pretty clean, but again I don't know why the tiling thing when using surface noise is not…
WTF is this shit? Link Removed. Honestly, OT is much better. I love breasts as much as the next guy, but c'mon. It doesn't even make sense in terms of the competition as to where it's going. A girl uses her jubblies to squish a can, and the slogan is "Red Bull style". My vote goes to Springs.
This is just an example of what i'd like to do in the udk. in modo, i have all my meshes setup in modo how i want them. is there a way i could have them all exported and drop them in the udk and they be setup how they are in modo? the last thing i want to do is place EVERY mesh in unreal. i hope this makes sense. really, i…
Hello, im planning to buy a new pc, which i will use besides other to render via V-Ray (2 or 3) via 3Ds max. And im looking to some cpu test using vray as renderer, are there any such test? I mean specifically testing different cpus on Vray renderer and showing the differences? Are there any, i was not able to find any via…
So I have this 27M polygon scene with mostly mechanical objects like wires and cylinders with lots of holes and I need to optimize it to run on mobile. I'm still working on it but in most cases I feel obligated to ignore features like holes on meshes and just replace them with basic shapes. Are there any good tutorials or…
Folks, I am curious for a long time. In that I can take the approach to creating textures in two ways and possibly more? I have seen it done and not sure what are the benefits, such as the amount of UV islands, texture space and resolution, etc. A picture is always good. :-) Here is one I use a lot for modular type…
nope not using max. I should though, but im still on Maya. Still working at it, but it seems like im realling getting the detail in on the texture map itself, im looking at it in 2d and im really satisfied, but in 3d its mediocre at best.
I don't know where they were authored, but I remember having fbx that (at least seemingly) came with both explicit vertex normals and smoothing groups. Unchecking SGs on import resulted in meshes with correct explicit vertex normals.
Is it always better to close your model off? I have been thinking of this question for quite a while now. It often costs polygons to do so and it can sometimes even cost you extra texture space. On the other hand. I have also seen some models perform poorly in light baking / shadowing due to this. So I have this mirror…