Thank you so much @Eric Chadwick and @Obscura I done a very quick test in engine trying some of this out and it seems to be working well. I'm going to make some proper meshes and try the same thing. Still need to add in some colour variation here and fix some shading but thanks for the help!
Hey Eric, I also postet on the chaos forum now: https://forums.chaosgroup.com/forum/v-ray-for-3ds-max-forums/v-ray-for-3ds-max-problems/1057209-greenish-color-spill-onvrayfastsss2 https://forums.chaosgroup.com/filedata/fetch?photoid=1057375&type=thumb I hope we come up with an solution there,
Eric it looks like the vertices were moved after the mesh has been subdivided. See the attached picture. I don't think you can get a crease like that in a subdivided mesh. If you move vertices manually the plugin cannot figure out how to undo your manual changes and will fail to recover the original positions.
Yes, I think @Eric Chadwick might be right. If you're saving many iterations of the same xrefed but with different settings in each file then the links will invariably break. Why exactly are you using xrefs? If you are the only one working on a project then you don't need to. It's much less hassle to incrementally save and…
There are no consequences, mate. It's a technique often used on modular tiling assets as Eric said above. 0-1 is only strict when baking or using a painting program that ignores anything outside 0-1, but the engine, just like your 3d package uses uv space infinitely, tiling back on itself (with the exception of udims)
Thanks Eric, just wanted to confirm that it wouldn't be going away. :) I know you guys are overwhelmed right now but just wanted to give you a pat on the back and say, "Good job!" To make a truly awesome product means you have to overcome some truly awesome obstacles...keep your head up.
Hey guys :) I'm gonna be part of the World of Warcraft artist stage at the Blizzcon 2016 on nov 5 ( 10am) https://blizzcon.com/en-us/schedule#sat-nov-5 Please swing by and ask questions if you are interested :) I will be with the talented artists Cole Eastburn ( http://thecolehole.blogspot.com/) and Eric Braddock…
It really isn't "low poly texturing" but more regular painting where a firm foundation in the basics reigns supreme. The second set of links Eric posted is probably the most useful, but really you're asking how do I paint, which there are other boards like conceptart.org that have better info than a poly pushing forum.
Hi Eric, So far i just have a basic physical material setup in 3ds max but i was wondering how would people approach roughness map creation for sand. I know how pbr work but not sure about the correct way to do a sand roughness map. Thank for the link will read them.
Depends on the severity of what you're implying, Frell, and how much the misinformation catches and spreads. For instance, this guy is now worried that his name will forever be google-linking him to being a suspect cause of some radio idiot who couldnt read:…