joebount: Whenever you add a polygon command, if you have construction history active, there will be a new node added to the object's history, which you can see in the Channel Box. If you select a node like polyBevel (if you'd done a bevel) or polyExtrude (for ... extrude!) then when you click on it in the Channel Box it…
Yeah, Cincinnati is still desperately holding onto the 1940s. I won't miss the place too much once I'm gone. About the electoral college, it is still necessary - it just needs to be constructed on a more regional scale. If it was pure popular vote, there would be lawsuits in ever federal election from now until the end of…
you can do both using the dispmap from zbrush and combine them in the shader with the hand painted one from mari... or combine them in the sculpting app... higend stuff is done with three diffrent maps... sculpted dispmap + painted + noise renderman and redshift does have nodes to combine dispmaps...…
Hi polycounters, More or less my setup for 3ds max 2017 with python is: Visual studio Code (with python, MaxScript plugins and MXSPyCOM connects to 3ds Max) Pyside 1.2.2 Qt 4.8.5 (With QtDesigner) Actually create a python script ( based on Drew Avis in Max Docs) with simple things, yesterday works more or less by now when…
I hope this is the correct place to ask this! I just started using ZBrushCore 2 days ago and I'm having a bit of an issue. I'm making a character and started it by placing a bunch of blob-like subtools to get the basic human form. Once the form was set, I combined all the subtools and dynameshed them together at a 128…
Yeah, 100% agreement with you. Dont feel bad for ranting, im taking a note of everything you are saying and making sure that I get to making the changes straight away (im pretty anal about fixing crits so stay tuned) i have a pretty huge deadline at uni on Wednesday (hence why ive been sitting in this position for 20 hours…
I'd like your opinions on non-destructive high poly modeling techniques. I am working on 3ds max 2015 ext2 so I am mostly looking for a program specific solution, but any info on the matter would be greatly appreciated because I think im missing something very important. I have tried the following: -Modeling the low poly…
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I've done similar things in the past with hundreds of nodes linked to a surface and not had any unexpected performance issues I've not had cause to do anything like this in the last 6-7 years though so it could be that they've managed to outweigh advances in computing hardware with shitty code. in terms of use in…
Hi! To sacboi's point, you might want to tighten up the mesh shading of the environment using hard edges. Since it's textured using a trim atlas which was baked to a flat plane, the normal map is not compensating for any gradients in mesh shading. I would note that the of the shading of the hero asset in Unreal appears to…