Basically I want to achieve the following - the only difference being that I want it to work { VertexShader = compile vs_3_0 VS(g_LightPos); CullMode = ccw; ZEnable = true; ZWriteEnable = true; AlphaBlendEnable = true; if(g_enableAdditive) { SrcBlend = One; DestBlend = One; } else { SrcBlend = SrcAlpha; DestBlend =…
Ok, well, I've just made the jump from MilkShape to 3dsmax a little bit more complicated for myself. I've been using vertex painting and blending to getsoem nice blends going for my terrain. All is fine, looks ok, everything in that regard is perfect. The problem I'm having is a little bit more newbish... When my model is…
So here's the model I'm working on: I'm trying to go for a shading style that mimics arc-system's art style. Similar to this: I'm working on texturing the 'Inner Lines' that Sol's got on his deltoids. From the GDC talk that Junya did on the subject, they seem to use intersecting polygons to mimic an outline. Like this:…
Hello, this is my first post on polycount, i hope this is the right category to post in. I've started using substance designer for a few months now, i feel that i still don't know how to color properly. i'm working on a mulch/bark texture, my workflow starts with the height/normal first then i move on to coloring like most…
Hey all, Just looking for some quick feedback before I progress with this character- I know that joint deformation issues are to some degree inevitable and can addressed with blend shapes, so without incorporating those I'm not sure how off-base I am. I'm basically just testing how well my character is responding to leg…
It's not that Maya does it perfectly, its just that there are a lot of little things in max that add up to more friction for the whole process. 1) The curve editor drastically affects viewport playback speed. You have to either close it, or deselect everything which you are constantly having to do each time you play your…
My point was that I felt that a portfolio was at best a superficial and subjective way of assessing a candidates potential, more could be gauged from the candidates performance in the art test and during probation. Like at best the portfolio gave the impression that the candidate was good enough, not very good at the job…
Breakdown the repeating structures like those arches into a modular mesh. Use a tiling stucco texture for the building. Use material blending to create the grime and dirt on the stucco. Unique meshes for the windows, railing, electrical box(es), awnings. Try to atlas as many textures as you can. Then do modular pipes.…
Rebaked everything with new settings, boosted the skylight intensity and removed AO baking. While it's much brighter and better than before, I think i've gone a little too far in the opposite direction, so I think I'll drop the skylight intensity to 2.5 or so, and boost the postprocess GI a little instead, as this has…
This is response is with regards to your last post with those textures. I think you need to ease up on the color burn, it should never go to near black. Different parts of your textures look really blurry as well. Are you using the smudge tool? (Maybe it is the color burn again?) I would try and ease off of that as well,…