Wow some quick replies, but I think I need to clarify my question. I am interested in the anisotropic specularity of hair, and was hoping I could build it from scratch with the anisotropic shader and ramp instead of using a premade existing shader if possible (Hopefully this makes some sense, since I got a uncanny ability…
It looks like a smoothing group issue. Is the low poly model all hard edges? If it is then try setting the edges to smooth and re-baking. Here's some documentation on baking with hard edges and smoothing groups:…
The issue is related to the way it deals with perspective. At the core the ZB viewport is pretty much 2d, which can causes unexpected distortion especially on faces and this can make likeness sculpts very tricky. Now of course it is still possible to make fantastic work with it, but yeah, for someone coming from other…
Hi! I'm finally up and running with Quixel Suite 2.0 (long story short had to upgrade from CS5 to CC2015 to make it work) that said everything is running all right, however when I load my OBJ and ask Suite to bake the maps (I work in Hi-Res and only input the AO) it makes a different set of maps for all the materials of my…
http://www.youtube.com/watch?v=OhhfG1MmJRo Woo, we are getting a new game taking place in the Half-Life universe! It's made by a single person, who isn't a Valve employee, which makes it even more interesting. I guess he found it impossible to make the trailer without G-man ;) http://store.steampowered.com/app/399120/
It looks like there's a ray miss where the hard edges split the mesh. Hard edges that aren't pared with UV splits can generate extreme normal values that will cause artifacts when blending across the split edges. This can be resolved by adding a UV split along the hard edges and adjusting the padding so there's adequate…
It's nice how it looks up to date and all but i think it might be getting in the way of the performance of how fast the program runs. in maya 2012 there is no lag or anything but in 3ds max 2012, the way it moves its just aggrivating to me. anyway to make performance faster?
Now, I'm onto the next project. For this one, I'm doing a heat gun. (This was my original prop but decided to use the simpler "industrial heater" to learn the process. Now, its time to tackle this prop). I just finished the High Polygon model and will now move onto making the Low Poly. Again, I've included the reference…
I am working on a water shader in UE4 and I am stuck when it comes to making the waves smaller when they get closer to the coast. The vertex shader in UE4 can't read depth. Do you guys have any idea on how to get this result?
I'd love to hear personal tips and tricks you use to make yourself learn better. Less tutorial stuff, more lifestyle ideas. Ideally these are the habits that have helped you improve the most consistently. Here are some of mine: 1- Play to your strengths! Building confidence with a subject is very, very important to being…