So apparently Megascans is fully compatible with Redshift GPU renderer. Is anyone aware of any good tutorial on using Megscans in Houdini (with Redshift)? Also, where is the link to down load the Bridge application? Couldn't find it anywhere on the Quixel site.
Before exporting from Maya do I have to always put lamberts to objects to separate them or can I just use collage UVs? If so how can I work with collage UVs in Substance Painter? Thanks in advance!
Hey guys so in my new found spare time I have been doing a course on colour and light. These are the results of my homework assignments for lesson 1. The goal was to light a set of simple compound shapes and also texture them. I'm doing this to get better at rendering and lighting so if anyone has any feedback or criticism…
Been using X Normal for my bakes, but decided to use Max for my latest character. I've tried both scanline and mental ray, but both seem to have problems getting dark right where the geometry is at it's lowest point. This is the case for all bakes. Clearly visible on the hair circled: I've tried adjusting the AO settings…
Hi, I'm learning environment art by watching tutorials. I am learning 3D software (maya,photoshop etc) but for traditional art, which are the things require to learn to be a better artist? I read that color and light theory is very important. Any other things to learn for environment artist ? Any architectural related…
I'm working on a Shotgun model for someone who wanted one for their Shotgun mutator. I have the model and 2 skin files (I seperated it into two files in order to make it less confusing (And I think it's required to seperate a skin for adding shaders if I'm not mistaken. only one half of the model needs to have a metallic…
Super early in w.i.p but wanted to see what you guys thought of the colors and what not. It's going to be a black Smith forge hence why it's so open! thanks guys!
Hello everyone, its my first post here but glad to finally join this web that has given me so much useful information. I was wondering if there is some way to reduce the amount of polys by removing internal loops without making the normal map behave weird. I have some rocks with diffuse and normal map, and when I remove…