Or Max > Containers. 2010 and 2011 allow you to open the containers and edit the files locally without having to go back to the original file. Or what about using render presets?
Heheh, yeah. You might also try a Composite map containing two Mask maps, each containing a bitmap and the 3DPainter, with one Mask using the Inverse Mask checkbox...?
"Wall" is a bit of an understatement. Looks great to me. A bit on the busy side, but you have enough larger shapes to counter-balance it. The only thing that looks a bit off to me is the large fabric/rubber tubes. They look like they were blown up in a container (or like poo, if you will), some of the folds look a bit flat…
Sorry if this has been covered before, but when I take a screenshot, the alpha channel contains my gloss map. Is there a way to just have it contain a black and white mask to make compositing easier?
I just added lootable containers, of course the look of the containers and spawn animations of the objects are mockup. Next is adding enemy loot drops.
Cheap trick is to use container with the correct dimension and just append your model to it Use container to calibrate zbrush units and continue with your business
Checking this thread is usually the best part of my day. So much awesome stuff. I have been working on this shipping container. Here's the thread for it: Shipping Container. Pop over, let me know what you think. :)
does the artbook contain some environment art? I've seen so many containing the 10 15 concepts you find everywhere and otherwise just characters and stuff.. meh btw.. I think he mentioned inquisition as source of inspiration