Hey all! I've been trying to figure out how to use a custom made AO map that I exported from Mudbox with my scene inside 3ds Max 2010. I'm not sure where I would use the tga inside the material editor. I've got my unwrap on diffuse color and my normal map on bump... where would AO go and what material type would I use? The…
That's expected (to a degree). If the background is very bright, there is less contrast for the reflection to show up against, especially when looking right at the reflecting surface rather than at a glancing angle (Fresnel). You can see that the reflection is still there, just very faint. Basically, the dark parts of the…
praise the maker, got to rush post been a bit but i got results worth sharing i think especially since idk if anyone figured out the "issues" with blenders EEVEE renderings/viewport situations i took a long while to be honest: This is EEVEE , yes i did "fix it for me"; idk if anyone else did it for themselves. I made SOoo…
Creators3D (https://www.creators3d.com/home) is a 3D content creation platform that supplies 3D artists with job offers for short time projects. We are looking for professional and talented 3D artists to work on our platform on a full-time basis with a monthly salary of up to $1000! (We also have part-time and freelance…
2: The specifics of the your renderer make a difference but if you're using a double sided material it's not going to backface-cull any geometry which means you're processing more than you can see and that's bad. for thin stuff - glass panes, cloth etc. its a good idea. otherwise, stick to a single sided material
New to Quixel suite but not 3D. My 3DO preview shows a model in wretched shape - it seems the triangulation is wacked, etc. I've imported a textured .obj file, and imported the baked normal map (generated from blender). Since I can't adequately describe what has happened, I am including some screenshots showing the…
So I've done more tests. The attached image is the same cylinder with a normal map applied, rendered in dDo. A quick n' dirty bake, but notice the absence of those ugly lines down the length of the cylinder as earlier. The difference is that for this cylinder, rather than averaging normals for the whole mesh like before,…
Feralbox Studio is a CG game/animation studio. We do creative content development and also provide high quality CG animation services to meet all your creative needs for all media platform. Including Game and VR content development. Email: Contact@feralboxstudio.com Behance: https://goo.gl/Ysm4dr…
Houdini Arnold "Standard Surface" node. It has inputs for specular as follows: * Specular - Influences brightness of spec* Specular color - defines color of specularity* Specular roughness - controlls glosines / roughness of the mesh* Specular IOR* Specular Anistropy* Specular rotatation In my case i have one spec map that…